Re: Your SEV Game Design
I would go with a combat system that is focused on a good experience for PvP games wtih the current simultaneous(sp) combat.
Instead of all of one player's ships moving and firing, use an impulse system similar to Star Fleet Battles. This could also be combined with some sort of initiative system. I think the current system where a ship can move 10 space from out of weapons range to point blank and bLast you without any response is unreasonable.
I would also like to see comand and control limits or modifiers for large fleets.
Also ECM and ECCM should have an area affect centered on the ship. Combined with things like stealth armor, the whole detection/electronic warefare system should provide defensive bonuses that decrease at close range and allow for ships to remain undetected at long range.
I like the concept from MOO3 of a task force grouping structure that allows core ships, outer ring and picket ships. The different parts of a fleet should be able to have different missions/priorites. I feel that the current fleet strategy is not very useful.
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