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 Battle Damage and new ship module idea 
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Joined: Tue Aug 03, 2010 6:31 pm
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module idea:

Targeting computers: allows you to focus attacks on certain ship components/module to render them inactive. that only works if a ship's shields are down.


module damage:

without a targeting computer critical hits on a ship that has it's shields down has a chance to damage(reduce condition) a random component/module on the target ship.


these would add a whole strategic approach to combat. like man that ship is hard to hit lets target their thrusters to reduce their defense, or ouch that ship hits hard lets try and take out some of their weapons to reduce their damage.

just a thought to make combat more entertaining than just clicking the attack button over and over.

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Fri Aug 06, 2010 6:56 pm
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Joined: Sat Jan 09, 2010 12:49 pm
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That actually sounds like a lot of fun :)

I'm sure there any many ways to approach this, such as having a 'targeted' attack cost more energy but have a higher chance of doing damage in this way.


Fri Aug 06, 2010 7:01 pm
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webguydan wrote:
That actually sounds like a lot of fun :)

I'm sure there any many ways to approach this, such as having a 'targeted' attack cost more energy but have a higher chance of doing damage in this way.


that works too =P

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Fri Aug 06, 2010 7:05 pm
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Joined: Sat May 22, 2010 6:22 pm
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I have seen other space RPGs where a critical hit damages ship systems. Targetting computers in this sense are scan-boosters for combat criticals only.

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Sat Aug 07, 2010 2:00 am
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Joined: Tue May 04, 2010 5:10 am
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Dan,

WOuld it also be possible to create a module that allows you to dump more energy into an attack? An energy focuser that used say 10 energy instead of 5 for double the damage and maybe a slightly higher crit chance or something. This way if i run across a big enemy I don't have to click the button two dozen or more times.

It would help with reducing server load which is why games like Castle Age did it, but it would also reward people that were willing to commit to taking down big NPCs. If there were actual benefits like increased XP or crit chances maybe it could cost up to a few decks.


Sun Aug 08, 2010 8:50 pm
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