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Battle Cards: Blaze of Glory, Sub-Light CTL Jump

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12 years ago
Dec 31, 2012, 8:52:03 PM
Let's say the player is faced with insurmountable odds in battle.

It should be possible to sacrifice the ships and ram them against the enemy for maximum damage.

The ship accelerates in a direct collision course against the enemy ships, aiming at the ones with higher battle power first.

One sacrificed ship can only hit one enemy ship.





Battle Card: Blaze of Glory

This card has 2 effects on long range and mid range phases: reduces the number of rounds per phase by 50% (from 4 to 2 salvos), and reduces enemy weapon accuracy by 10%.

In short range (melee), a third effect also happens: the ship explodes upon ramming the enemy ship, dealing maximum HP damage + weapon damage power + remaining HP damage. If the ship is destroyed in this phase, it will still deal its maximum HP damage against the enemy ship, as the collision is unavoidable and the flaming debris will still hit the ship.



Further technology enhancements may increase the effect by 1) further reducing the number of rounds per phase to 1, enemy accuracy by 20%, adding a 2x damage multiplier, and splash damage in impact, but IMO they should not be granted all on a single upgrade. The enhanced effect would require an upgraded engine to achieve the higher speeds, perhaps on of those weapon overdrive things too.



The values proposed are just rought estimates of course, they are not meant to be interpreted literally and are not expected to be balanced as presented.



If the AI is tooled to know when to use it, this battle card should amp-up the late game challenge, giving some means to fight against a vastly superior armada.



Use of the Battle Card Sub-Light Jump (described below) would counter this card in the long and short combat phases, but enhance it in the middle phase.





Battle Card: Sub-Light CTL Jump



This card would skip a battle phase entirely due to the fleet performing a short-range close-to-lightspeed (CTL) jump either closing range, in the first 2 phases, or withdrawing, in the last phase. In the next phase the fleet gets a 25% attack damage, and the enemy gets a -20% defense.



Except when played against the Blaze of Glory card in the middle phase. It would still skip the phase, but jumping too close to ships in collision course, which would cause the following effects:

1) There are no combat rounds in the last phase. Blaze of Glory damage happens immediately.

2) Blaze of Glory has a +25% damage and Sub-Light CTL ships get -20% defense, cumulative with all other bonuses/penalties.



Played on the melee phase, it means the fleet jumped away from ramming distance in the nick of time to a safe distance, and is able to deal damage normally. Blaze of Glory damage is totally countered, and enemy ships do die by ramming, extra damage is not dealt. Any ships on both side can still die to normal weapon damage.



If both sides play this card on the same turn, 2 phases are skipped. That could end the combat prematurely, or result in an instant Blaze of Glory if one of the player chose it.
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