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Re: Combat Mechanics
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Well it sounds like you guys are at least moving along from what seemed an unworkable impasse. For that I congratulate you fellas. I personally was really not looking forward to a SEIV clone. I hope your game proves to be a step in the right direction filled with engaging gameplay and innovative ideas. |
Re: Combat Mechanics
Thanks for the encouragement! :)
As a side note, Nick (SJ) and I were just discussing a "tactical points" system - I suppose it could be considered similar to those found in some newer RPG's? - where in addition to a time cost, every command has a "tactical points" cost, where tactical points are generated by things like crew and computer systems, and gradually regenerate over time. I was thinking that crew would regen faster, but computers would store more, so crewed ships would be more flexible than computer-controlled ones, but have less endurance for sustained combat! |
Re: Combat Mechanics
That sounds very interesting - how would it work in PBEM games?
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Re: Combat Mechanics
Sort of command & control? In which case would think Elite units should get more than rookies making them more flexible in combat.
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Re: Combat Mechanics
The combat AI would have to allocate the tactical points, instead of the player.
But, it looks like we're not going to use the TP system... too complex for a game of this scope, according to several team members! Looks more likely that we'll just have crew requirements that are evaluated per combat round/tick, so if you try to fire the uberlaser requiring 50 crew AND activate the cloaking device requiring 25 crew in the same phase, say, then only one of those commands will execute if you have only 60 crew, instead of the required 75! And computer systems might end up simply reducing crew requirements by a certain factor (e.g. each crewman counts as 10 for purposes of requirements). Sorry for bringing this up too soon! |
Re: Combat Mechanics
One thing I'd like to see concerning combat is the ability to change tactics during a fight. For example; when shields are down, change from short range to maximum range, or when ship loses 1/2 of its armor, go from med range to ramming.
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