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[Composite suggestion] Electronic warfair fun!

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13 years ago
May 13, 2012, 9:08:58 PM
So any ideas for Non-Weapon fun?



I do!



CNC systems: Increases fleet accuracy but takes up alot of space (Seen in combat as some type of targeting wave or beam)



Missile-Jaker: A hacking system that can detonate enemy missiles (Higher level/race spesific ones can even turn them on their masters (Seen as beams locking on to missiles))



Jamming Pulse: prevents the targeting of unarmed ships till the System is destroyed (Seen as a thin cloud emmitting from the ships sensours)



Space-net: AI systems incresing the effectivness of your ship, or sent to attack the computers of your enemys (Seen as a sort of lighting ghoast across targeted ships)



Stealth Field: stratigicly used to hide ships from long-range sensors, and longrange bombardment (Seen to make ships slightly translucent during the longrange phase)



Spy-ware: Desplays enemy ship information and makes targeting spscific mods easyer (Seen as lines of green numbers coming from the top of the ship (Like the matrix)



404 Jammer: used to temporarly jam big enemy weapons for a Phase of choice (Seen as electical spikes on the ships weapon for the phase)



PPI insurance: used on trading ships to download Dust information and thus more money (Seen as a dust with a number with a plus sign next to the staling ship indicating how much it stole during the round)



Hardend code: has a small chance to block EW weapons (When succseful desplays 1's and 0's in the shape of a lock)



Tough Files: has a larger chance to block EW weapons (Shows a pixel green smiley winking if succseful)



Sadistic captcha: Has a very good chance to block EW weapons (Shows a loading bar that never compleates if succsesful)



any other cool ideas? Because these are mine. smiley: cool
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13 years ago
May 15, 2012, 7:24:48 PM
While I think your suggestions are interesting I don't see for every idea how you'd put them in the game. Mind explaining a little?
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13 years ago
May 15, 2012, 7:28:01 PM
Well they would all be Modules that you would equip on ships, and from there they would target the ships target. They work very similarly to current weapons but without actually bing a damageing weapon. smiley: wink
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13 years ago
May 15, 2012, 7:32:06 PM
Ah now I get, definitely worth adding more modules like that into the game, I like the idea. Maybe I'll come up with some other ideas the next days.
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13 years ago
May 15, 2012, 9:28:18 PM
How would counters work I wonder? (Without requiring introducing dozens of new defence modules, and requiring a re-evaluation of every current ship and modules tonnage figures)



Would all the EW-weapons be countered by a single defence module type?



Currently all the listed suggestions are heavily OP'ed if not possible to render ineffective quite easily, with two fleets both using them it would end up with combat just based on who has the most number of ships to do more jamming/disrupting than the other side.



Would also make defence of a system a no brainer unless such weapons were easy to neutralise and render ineffective, otherwise all you'd ever need to do is make swarms of ships with a -% tonnage on whatever classification of module the EW-modules fall under, and then just park a fleet at every vital system you own and have yourself a un-killable defence fleet that stops any invasion possibility due to no shots ever being fired or being able to land keeping the fleet in the system blocking invasion progression.
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13 years ago
May 15, 2012, 9:59:23 PM
Well im no balance expert, and i am not sure about the counters.



And the proposed jammer only has the possiblity of jamming for 1 Phase during the entire combat session, likely deployed via a card.



"Currently all the listed suggestions are heavily OP'ed if not possible to render ineffective quite easily, with two fleets both using them it would end up with combat just based on who has the most number of ships to do more jamming/disrupting than the other side." its the same with weapons ya know?
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13 years ago
May 15, 2012, 10:12:25 PM
Igncom1 wrote:
Well im no balance expert, and i am not sure about the counters.



And the proposed jammer only has the possiblity of jamming for 1 Phase during the entire combat session, likely deployed via a card.



"Currently all the listed suggestions are heavily OP'ed if not possible to render ineffective quite easily, with two fleets both using them it would end up with combat just based on who has the most number of ships to do more jamming/disrupting than the other side." its the same with weapons ya know?




Actually combat weapons at the moment are a tuned rock,paper,scissors system.



Deflection defence -> Ammo.

Shields -> Lasers.

Flak -> Missiles.



Ammo -> Better at short range, large volleys per shot, minimal damage per projectile... very susceptible to reduced accuracy debuffs due to the fact that each projectile itself is very weak plus range factors... very easy to defend against using modules.



Missiles -> Seem to be effective at any range, but take longer to reach their destination at longer ranges. Capable to tearing through sub-cruiser sized hulls in a single volley and will make a meal of cruisers that have no flak defences as well... pain in the ass to defend against using modules unless you have very heavy focus on flak.



Lasers -> From what I can tell, lasers are smaller number of volley than ammo weapons but with increased potential damage output per projectile. Less susceptible to reduced accuracy debuffs as each projectiles packs more of a punch... reasonably easy to defend against using modules though harder than ammo I've found.





It's only when either one or both players in a fight are heavily ignorant of their opponents fleet composition that it becomes just about ship numbers or fleet size all using the same design... even the AI in its current WIP state has demonstrated an primitive ability in my games to change from designs focusing on one defence type to the one my ships weapons are focusing on after I have destroyed enough of their fleets... it has also shown an ability to change it's weapon preferences to counter defence focuses in my designs.



And when the AI does suddenly change design traits, my 15 CP cruiser and above sized fleets that were wiping the floor with anything they encountered from that empire due to being tailored to exploit the RPS nature of weapons and defences, is very often (as in practically every time unless I get a 3 phase nano-repair successes) wiped out by 3 or 4 of their cruisers in the long range phase, if I'm lucky leaving 1 or 2 larger ships to be destroyed in the medium range phase.



So not sure how it's the same with weapons. smiley: smile
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13 years ago
May 15, 2012, 10:44:14 PM
I agree with Tikigod at least on a few points. While I definitely would like to see such modules in the game, they would have to be balanced.
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13 years ago
May 15, 2012, 10:51:12 PM
Side steping my distaste at the current rock,paper,scissors system.



I agree, and i mean only to enhance the combattive options of the game without everyone requiring to have the lateist in Pew Pew technology.
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13 years ago
May 15, 2012, 11:00:28 PM
Like the idea of electronic warfare don't know how it would work in the crrent system. Possibly turn some of the EW modules into passive abilities instead of cards but then some of the proposed ideas would have to be dropped.
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13 years ago
May 15, 2012, 11:03:51 PM
stevenmc409 wrote:
Like the idea of electronic warfare don't know how it would work in the crrent system. Possibly turn some of the EW modules into passive abilities instead of cards but then some of the proposed ideas would have to be dropped.




Well some as cards for the more powerful ones, but othrs as auto use weapons.
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