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IDEA: Dynamic Manual Space Battles

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12 years ago
Jan 13, 2013, 7:54:26 PM
Manual Space battles seem to lack that space opera feel of Star Wars and other sci-fi films, so how about having ship fleets behave differently depending on battle card success/failure? For Example:



1.) Round 1 Success/Failure or Failure/Success, and Draw

The losing fleet becomes surrounded the winning fleet envelops them. In a draw, the ships approach as before.



2.) Round 2

The losing fleet tries to scatter in different directions, the winning fleet breaks off into groups to pursue (based on military strength and class). In a draw, the fleets break off to regroup or otherwise behave as before. If the fleet that lost the last round wins this round, they punch through and split into a pronged formation to flank the opposing fleet.



3.) Round 3

The Losing Fleet is run down and destroyed. If the fleet that lost the last round wins this round, they perform "surgical" damage on their pursuers, causing at least one of them to lose power and fall behind, giving them time to regroup. In a draw, the individual fleets break off to regroup or otherwise behave as before.



In addition to this, retreating early has to have a strategic advantage to retreating later. Retreating in later rounds increases the chance of the fleet breaking up and fleeing along different routes. This is further compounded by whether your fleet suffered battlecard losses/victories.
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12 years ago
Jan 13, 2013, 8:44:24 PM
My problem with this is that I am not sure what this really adds to the battle system. It seems to just tweak the power of counter-cards, and seems to add unnecessary complexity to the battle system. I am all for making battles feel more epic and engaging, but I am just not sure this is the way to do it. I don't write this meaning to discourage the idea altogether, but maybe flesh out more exactly what your goals are with the changes you propose.
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12 years ago
Jan 15, 2013, 2:02:29 AM
KingJohnVI wrote:
My problem with this is that I am not sure what this really adds to the battle system. It seems to just tweak the power of counter-cards, and seems to add unnecessary complexity to the battle system. I am all for making battles feel more epic and engaging, but I am just not sure this is the way to do it. I don't write this meaning to discourage the idea altogether, but maybe flesh out more exactly what your goals are with the changes you propose.




The mechanics would be completely unchanged, just the aesthetics of how manual space battles appear instead of two fleets approaching, shooting each other up until one dies or there's a draw. Also, couldn't we have somewhat more dramatic explosions?
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12 years ago
Jan 15, 2013, 11:16:19 PM
Gantros wrote:
The mechanics would be completely unchanged, just the aesthetics of how manual space battles appear instead of two fleets approaching, shooting each other up until one dies or there's a draw. Also, couldn't we have somewhat more dramatic explosions?




My apologies, I was under the impression that the mechanics would change based on a couple phrases:



Gantros wrote:
"Retreating in later rounds increases the chance of the fleet breaking up and fleeing along different routes. This is further compounded by whether your fleet suffered battlecard losses/victories. "


and

Gantros wrote:
If the fleet that lost the last round wins this round, they perform "surgical" damage on their pursuers, causing at least one of them to lose power and fall behind.




If I misunderstood your intent, and all you want to do is make manual space battles aesthetics better, then I certainly support the concept.
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12 years ago
Jan 16, 2013, 5:15:18 AM
Gantros wrote:
Manual Space battles seem to lack that space opera feel of Star Wars and other sci-fi films, so how about having ship fleets behave differently depending on battle card success/failure? For Example:



1.) Round 1 Success/Failure or Failure/Success, and Draw

The losing fleet becomes surrounded the winning fleet envelops them. In a draw, the ships approach as before.



2.) Round 2

The losing fleet tries to scatter in different directions, the winning fleet breaks off into groups to pursue (based on military strength and class). In a draw, the fleets break off to regroup or otherwise behave as before. If the fleet that lost the last round wins this round, they punch through and split into a pronged formation to flank the opposing fleet.



3.) Round 3

The Losing Fleet is run down and destroyed. If the fleet that lost the last round wins this round, they perform "surgical" damage on their pursuers, causing at least one of them to lose power and fall behind, giving them time to regroup. In a draw, the individual fleets break off to regroup or otherwise behave as before.



In addition to this, retreating early has to have a strategic advantage to retreating later. Retreating in later rounds increases the chance of the fleet breaking up and fleeing along different routes. This is further compounded by whether your fleet suffered battlecard losses/victories.




How would you translate this visually when I have a single dreadnought vs a fleet of 20 destroyers / cruisers / battleships? I win first round battle cards, so my dreadnought should surround enemy fleet?



I mean your angle is not bad, but it can't work realistic in the game due to the discrepancy of numbers / forces of fleets. IE: don't presume you always make full CP fleets and only engage with those in battles, for another example, my scout is intercepted by a fleet of 5 defenders, I win first card (let's say not retreat), what will the scout do, run in circles around the defenders? smiley: smile



In order for those to work, you must look at it from every angle and make it a plausible scenario and extend to all variations possible in fleet vs fleet battles (and yes a single ship is still considered a fleet in the game).



The way it is working as currently implemented, is because since the ships just ride together in same direction following 2 parallel invisible strings, is easy to add whatever number of ships on each side and keep the video looking somewhat realistic smiley: smile
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12 years ago
Jan 16, 2013, 7:57:54 PM
Anelyn wrote:
How would you translate this visually when I have a single dreadnought vs a fleet of 20 destroyers / cruisers / battleships? I win first round battle cards, so my dreadnought should surround enemy fleet?



I mean your angle is not bad, but it can't work realistic in the game due to the discrepancy of numbers / forces of fleets. IE: don't presume you always make full CP fleets and only engage with those in battles, for another example, my scout is intercepted by a fleet of 5 defenders, I win first card (let's say not retreat), what will the scout do, run in circles around the defenders? smiley: smile



In order for those to work, you must look at it from every angle and make it a plausible scenario and extend to all variations possible in fleet vs fleet battles (and yes a single ship is still considered a fleet in the game).



The way it is working as currently implemented, is because since the ships just ride together in same direction following 2 parallel invisible strings, is easy to add whatever number of ships on each side and keep the video looking somewhat realistic smiley: smile




I suppose that if there are insufficient numbers, the standard/current method of manual combat would suffice. Or, in the case of your scout vs fleet, perhaps something akin to the Millennium Falcon vs Imperial Fleet could be used, with the scout desperately maneuvering to avoid fire. Of course, this increases the complexity of the idea to where it's probably not worth it, but it is a good point.
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