I've been thinking about making a 2.0 some time down the road.
The current Spaceship Combat triggers are somewhat cumbersome and it would be... painful to add or change certain things. I'm contemplating creating a new one after a few more fixes to 1.02 (1.03 or 1.04 would be a final)
Things I'm considering:
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More Weapons, including but not limited to, weapons with minimum ranges as well as maximum ranges.
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More Defenses, because just shields is... basic. Armor that gives 2 or 3 hp per "equipment space of armor" and is more likely to be hit than other equipment would be nice for example.
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Engines as a ship component. You decide how fast or slow your ship moves in the design stage. Damage could slow ships down during battle. Bigger ships could require more than 1 engine per move point. There could be spillover, say a ship needs 2 engines per move, and it has 3. Every second turn it will move 2, so its like 3/2 = 1.5.
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Truly Random Damage. In the current system, you can have 15 Lasers and 1 Shield Generator, but if you take damage, it has a 50% chance of hitting either a Laser or a Shield Generator. This is obviously flawed and I'd want a system that chooses a number between 0 and 15 to decide which equipment piece is damaged, regardless of it's type.
-All options built into a
single dropship menu system, except targeting, corsair is the best for that.
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More skill/design, Less Luck. With engines adding plenty of hp, I could probably double the average weapon damage, so say a Laser does 0-2.... well, I could "bell curve" the damage so that 50% of the time it does 1, 25% it does 0, 25% it does 2. This would make it more predictable. Currently we're having battles that are decided 95% by luck.
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Ability to get your smaller ships out of the way for your big ships. Because really, it's YOUR sacrifice if you are moving your smaller ships earlier than you have to. As it is right now, you can't hold a formation of small ship in front of big ship, and that's a silly restriction.
I wanted to add that while I am open to more ideas, two things I will never do are:
a) Multiple design types for the same ship size, because I believe trying to memorize [Wraith + Defiler = This] and [Wraith + Zealot = That] will be annoying.
b) Elemental damage/defense, i.e. a weapon that works better vs. shields than armor. This would just add guessing to the design phase and it would not add any good gameplay value. Avoiding the item you are weak to already exists in the fact that some designs are more cost effective against certain designs. Adding elemental damage/defense would only lengthen the stalemates that occur just before the shooting begins while all ships are getting into position.
Post has been edited 1 time(s), last time on Jun 14 2008, 12:45 pm by Tank_7.
None.