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Joined: Tue Feb 08, 2011 10:37 pm
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Perhaps this has been discussed before, or perhaps my idea is just crazy. But I think combat should be a bit more in depth or have some strategy to it. Perhaps coding this all would make the game too complex, which I can understand would be a bad thing. I would just like to see scan and cloak being more relevant in PvP.

Now lets take my ship for example. I don’t have much cloak or scan, I don’t really hack so I’ve never thought either of them useful for my purpose. I think it’s kind of crappy though that scan and hack don’t come into play in combat. And yes I know that there is some sort of critical hit chance with scan, and cloak prevents it. But I thought something a little more dramatic would be better. Like high level cloak against low scan allows you a chance get in your first attack for free without response. Or perhaps based on scan-to-cloak rating there is a ‘miss’ chance.

Various types of attack would be a nice touch also. Such as targeting certain areas or using certain attacks. High levels of scan allow you to see what systems the other ship has, and using this information with strategic attacks would be beneficial. So lets say you know that the other person has a high attack, you could target their weapons, doing less damage but lowering their attack for a short time. Or perhaps if you know the ship has a high defence, you could target their engines, again at reduced damage but temporarily lowering their defence.

A sub-idea of this would be that each player could assign what area they protect on their ship, ie boosting shields to the front of their ship while leaving the rear weak. An attacking player could scan or something, allowing them to try and detect that, and target the rare of the enemy ship.

Anyways, just some ideas I’ve been mulling over.

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Tue Feb 08, 2011 10:48 pm
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Joined: Tue Jun 08, 2010 3:47 pm
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akaAelius wrote:
Perhaps this has been discussed before, or perhaps my idea is just crazy. But I think combat should be a bit more in depth or have some strategy to it. Perhaps coding this all would make the game too complex, which I can understand would be a bad thing. I would just like to see scan and cloak being more relevant in PvP.

Now lets take my ship for example. I don’t have much cloak or scan, I don’t really hack so I’ve never thought either of them useful for my purpose. I think it’s kind of crappy though that scan and hack don’t come into play in combat. And yes I know that there is some sort of critical hit chance with scan, and cloak prevents it. But I thought something a little more dramatic would be better. Like high level cloak against low scan allows you a chance get in your first attack for free without response. Or perhaps based on scan-to-cloak rating there is a ‘miss’ chance.

Various types of attack would be a nice touch also. Such as targeting certain areas or using certain attacks. High levels of scan allow you to see what systems the other ship has, and using this information with strategic attacks would be beneficial. So lets say you know that the other person has a high attack, you could target their weapons, doing less damage but lowering their attack for a short time. Or perhaps if you know the ship has a high defence, you could target their engines, again at reduced damage but temporarily lowering their defence.

A sub-idea of this would be that each player could assign what area they protect on their ship, ie boosting shields to the front of their ship while leaving the rear weak. An attacking player could scan or something, allowing them to try and detect that, and target the rare of the enemy ship.

Anyways, just some ideas I’ve been mulling over.


I like this this could open up a whole new area of tech as well. Have it so that the more of the tech you have the more models on your ship you can protect. This could make PVP more interesting for everyone if done right.

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Tue Feb 08, 2011 10:52 pm
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Joined: Tue Jan 04, 2011 10:58 pm
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I like this idea. Here are some of my ideas to this: (Don't know how this is supposed to work)

Attack Abilities:

Flank Attack: (5 Energy)
Attack for more damage but increase chance of critical attacks on you.

Damage: 10% more damage
Chance for critical attacks on you: +25%
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Deadlock: (5 Energy)
Head straight to the enemy. Battle is on your turn. Normal Battle.

Damage: Normal
Chance for critical on you/them: Normal
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Interference: (Rare Random Chance) [Lasts 1 hour]
You interfere with the enemy. You attack first with more damage and more critical chance on them.

Damage: +15% more damage
Critical on them: +20%
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Interception: (Rare Random Chance) [Lasts 1 hour]
The enemy intercepts you, dealing more damage.

Damage to you: +15%
Critical on you: +20%
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Enemy Advance Deadlock: (Slight Chance) [Lasts 1 hour 30 minutes]
Enemy advances on you, dealing more damage to you + critical attacks.

% More damage to you: +10%
% More chance for critical on you: +15%
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Raidlock: (Slight Chance) [Lasts 1 hour 30 minutes]
You/Enemy attacks at a range. Deals more damage but less criticals.

Damage: +15%
Critical: -10%
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Rear Assault: (5 Energy)
You attack at the rear of the enemy ship.

Damage: -5% to 5% (Depends on defender's guarding position)
Critical: Normal
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Morale: (-100 to 100)
Your attack skill and defense skill depends on this.

More Morale than Enemy: +5% damage to opponent, -5% damage to you
Less Morale than Enemy: -5% damage to opponent, +5% damage to you
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Artifacts:

Morale Syrup:
Boosts Morale by 20%

Anti-Morale Missile:
Reduces Morale of enemy by 20%
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This may go to the NPCs
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I may have more ideas. I don't think this will be possible for Galaxy Legion but give it a try.

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Wed Feb 09, 2011 12:07 am
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Well, with high cloak, it could be like a form of defense...high cloak lets you attack well, and with some invulnerability because your enemy can't target you very well. Scan could counter act this, and let you do more damage because you can "find the enemies soft bits" when attacking them. This would definitely make scan and cloak way more worth it.

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Wed Feb 09, 2011 12:09 am
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I agree I hardly run any scan or cloak on my ship because I don't see a benefit unless I need them for something I am doing like scanning planets. But if they had an effect on battle then it would be worth it to have them on my ship.

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Wed Feb 09, 2011 1:10 am
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If you're going to suggest attack actions, you should also suggest defense actions.

Overcharge Engines: 20% chance to escape combat and be removed from attackers' list. Your engines take damage (as if they'd been uninstalled once)

Fly into nebula/asteroid belt: Defensive buff of some kind.

Redirect power to shields: - 50% attack for 5 minutes +50% shield energy.

Target enemy airlocks: -30% raiding effectiveness for 20 minutes.

Defensive Roll: -20% incoming damage for 30 seconds

Star/Planet Slingshot: +20% Defense bonus for 30 seconds

Project Decoy: 30% chance to take no damage from each individual volley for 30 seconds

Turn into fire: 30% reduction in attack and damage taken for 30 seconds.


(Numbers are arbitrary of course for illustration of concept)

There could even be defensive styles that could be set, so the captain wouldn't have to be on deck for the ship to respond.


Wed Feb 09, 2011 1:21 am
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Sulikzel wrote:
If you're going to suggest attack actions, you should also suggest defense actions.

Overcharge Engines: 20% chance to escape combat and be removed from attackers' list. Your engines take damage (as if they'd been uninstalled once)

Fly into nebula/asteroid belt: Defensive buff of some kind.

Redirect power to shields: - 50% attack for 5 minutes +50% shield energy.

Target enemy airlocks: -30% raiding effectiveness for 20 minutes.

Defensive Roll: -20% incoming damage for 30 seconds

Star/Planet Slingshot: +20% Defense bonus for 30 seconds

Project Decoy: 30% chance to take no damage from each individual volley for 30 seconds

Turn into fire: 30% reduction in attack and damage taken for 30 seconds.


(Numbers are arbitrary of course for illustration of concept)

There could even be defensive styles that could be set, so the captain wouldn't have to be on deck for the ship to respond.


The problem with defensive actions is that when someone attacks your ship you seldom get to respond. It's not a countered combat system, 'Defense' is passive while attack is occurring. Hence your 'defensive actions' would haev to be pre-set.

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Wed Feb 09, 2011 2:01 am
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I don't know why you see that as a problem? We "pre-set" options based on what modules are in place on our ships already. If we're taking "attack" a step further, we should also take "defense" a step further.


Wed Feb 09, 2011 2:33 am
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Okay, I see what you are saying. Like you pre-program the manuevers your ship will use. Everyone gets 4 'slots' to program in combat manuevers, and everytime someone fights they use said programmed set.

That actually makes a lot of sense, in fact, thats the best idea yet. You set it up like an advanced game of paper rock scissors.

Ship 1 sets up his offensive combat technique.
1: Flank Attack <rock>
2: Ram <scissors>
3: Target engines <paper>

Ship 2 has set up his defensive technique prior.
1: Evasive Manuevers <paper>
2: Power to Engines <scissors>
3: Deploy Decoy <rock>

So if ship 1 attacked Ship 2; he would lose the first, tie the second, and win the third. You could of course double up, or stack all three to 1 attack. and by all means, this is a simplified version, there could be 20 different options for each.

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Wed Feb 09, 2011 3:29 am
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Some cooldowns on changing up these maneuvers might also be warranted, so that they wouldn't just immediately change tactics to overcome a pre-set defense or vice-versa. Maybe this could go along with that dueling system people are interested in, if you can somehow both agree to turn the cooldowns off.


Wed Feb 09, 2011 9:34 am
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