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  #1  
Old July 10th, 2010, 04:38 AM
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Default 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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Old July 10th, 2010, 09:40 AM
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Default 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!
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Old July 28th, 2010, 06:44 AM

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Default 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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