Greetings, games2gether. I think, the "Endless space 2" needs a change for Space battles, because they a kind of... boring. You just need to more ships with powerful guns and good armor/shield and GG. So, how to solve this problem? When player or his foe press the "attack" button, he can choose- auto or manual control. Lets watch a second varian. Strong space ship is good, but without tactics and control it become a burden. "Nothing is ednless and with stupid commander everone will die, even if the advantage is yours"
1. You Need to add the ability to manage the fleet in real time. There is such a game as "Battlefleet Gothic: Armada". Where is microcontrol solves everything.
This idea was inspired by this game.
First phase- positions of your ships. Players place their ships at different ends of the mapю Some ships in frontline, some - in backline and some one are Coming in from the flanks and so on. Players will also take account of the characteristics of the battlefield is a Dangerous, useful or smeshannye zone, for example: asteroid fields, which can damage the ship, if he will pass through them; magnetic fields, which do not allow the ships to release the side and fighter jets from the hangar; Gas clouds that hide the ship from radar and so on. When both players will be ready, kombat begins.
2. During the battle, players will have to strain and watch out for everyone who is where, what does, what ship you need to withdraw from the battle, which on the contrary - to let the battle, when ship must lunch torpedoes, when you are able to take enemy the ship to Board. How to deploy the ships depending on what tools are needed for the attack (Onboard, bow or even exadrilia bombers) or for example to take the ship to RAM. Or you can set an ambush thanks by stealth systems (penumbra DLC). In a word - Microcontrol.
Against computer enemy arrangement of ships does not matter, all sorts of tricks and so on can be arranged if you play against a live player
3. Rework of Space battle system will add the a cloud of factors that can not be ignored by the player.
a)speed of movement and turn of the ship
b) Each ship has a certain number of guns, each of which has its own characteristics: the Range of the target, rate of fire, the angle of the target, the type of damage. And also the fact that these modules can be destroyed. Depending on the type of weapons the ship has its distinctive sides. Example: You don't need to keep close Ships with automatic guns and to missile-carrying ships you need to start running hard or they can destroy you from afar.
You can give order to your ship how to attack an enemy: With bow or broad weapons. Or use fighters/bombers.
С) The hull of any vessel is divided into separate pieces: Front armor, side armor, rear armor, you can give order to fleets to focus apon the engines to stop enemy ship. Or destroy captain's bridge. Damaging or destroying certain modules will lead to certain consequences.
And dont forget about shiled systems. You can also command to redirect energy to the front shields, rear shields, or balance energy. And you need to use ut carefully. Because if you redirect energy on the front shields- enemy fighters, for example, can strike your ship from behind and no shields can save you.
D) Depending on the improvements open up different possibilities, for example, if you strengthen the front-line armor of the ship and powerful engines, you can safely take the enemy ships to RAM. However, if the ship has few points of HP and Armor points it can destroy it.
E) Also for ships will be available passive and active capabilities: whether generator camouflage field, protective dome, launch torpedoes, the ability to take the enemy ship to Board, a short jump to teleport the ship at a short distance, the activation of repair modules, stasis field (hi Riftborn), the withdrawal of the ship from battle and so on.
F) Each ship must have his own role and his new abilities should help to better perform their duties, and not add some new
G) And Another innovation that will be useful for battles in space - the morality of the captain of the ship. Depending on the faction, ship type and rank, the morale of captains can vary. For example: with constant critical strikes or damage to the modules of the ship, the captain can rebel or start to panic, thus you lose control of the ship. In the first case he can start to attack enemies on their own, in the second - can to leave field battlefield. Or if your fleet takes the enemy quantity or if the enemy heavy ship is destroyed, morale rises, hence the characteristics of the ship are increased
If players will think that this is will be difficult, he (she) can also use auto battle.
What about multiplayer? Before the game, the lobby Creator can allow manual control of the fight or prevent the game from going faster.
I hope that you will like the idea and advanced management of battles in space will interest a lot of players. Good luck, thank you for your attention. FOR ZELEVAS AND FOR THE EMPIRE;)
PS: if you need the example of this gameplay, you can whatch this video https://www.youtube.com/watch?v=Z4L9JfkYRaY
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