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Pretty big request here, probably outrageous actually, but I'd like significant changes to combat from what it was in Battlevoid: Harbinger.
-get rid of or change superweapons (Plasma mega cannon, Nuke cannon, Deathray, etc.) (The late game of BV: H devolved into a battle of who could utterly nuke the other the quickest, full of mindless insta-killing and little strategy. More often than not I would warp into a supposed empty sector only to find a single ship incoming, and that ship would usually have two plasma mega cannons mounted on it. Soon enough one of my escorts pops, and I grumble and curse the game as I spend the tens of thousands of scrap I have lying around to replace it.) -another use for scrap (It usually just sits there as I accumulate it) (I see from the screenshots you've made changes to currency in the game but I thought I'd bring this up.) -overhaul defences and effective weapons against them (Change shields, add armor, hull is fine) (You already kind of started to do what I had in mind for defences in BV: H, where you had certain weapons do more damage to shields and others do more damage to hull. However, in doing so you made some weapons utterly ineffective for some jobs. I'll propose my idea for a combat system, ignoring superweapons for the moment. I'm mostly getting this idea from a game called Sunrider: Mask of Arcadius, where the idea works beautifully. So, if you need to get a better idea of what I'm trying to say, you can go play that. -Defences Shields: Instead of a recharging health bar, make them reduce a percentage of incoming energy weapon damage. Make the shields have a radius so their protection extends to their allies and overlaps with other shields for added protection. This mechanic promotes making formations, and with the removal of a recharging health pool, make repair ships more valuable and a juicier target. Armor: Reduces a percentage of all damage that gets past shields. Armor amount reduces as you lose hull points. Armor reduces damage from kinetic and missiles 2x. This mechanic makes it more risky to take damaged ships into battle, and again makes repair ships have a bigger role. Hull: with these changes, your hull will be your only pool of hit points, cleaning up ui. -Weapons Kinetic(cannons): Short range and inaccurate, but cannot be blocked by shields, high damage to hull, armor is twice as effective at blocking. Energy(lasers): long range and incredibly accurate, but can be blocked by shields, low damage to hull, armor has trouble blocking. Missiles: long range and incredibly accurate, cannot be blocked by shields, high damage to hull, armor is twice as effective at blocking, can be intercepted, possibly have an ammo count for missiles? *for combat examples, check bottom -remove jumping to sectors? (make sublight speed only speed) (This one I'm not sure about, but I wanted to bring it up because it would give smaller, faster ships a role. Say one of your stations is under attack by a raiding party, If you can just warp in battleships, then what's the point of ever having small response ships.) *Example: say you have 500 hull points and 50 armor points and your armor reduces 25% damage (or 50% for kinetic or missiles) then you get hit by a kinetic slug that does 100 points of damage, 50 points after reduction you now have 450 hull points and 45 armor points and your armor reduces 22.5% damage were you to get hit again by that kinetic slug that does 100 damage you would now take 55 points of hull damage *Example2: say you have 500 hull points and 50 armor points and your armor reduces 25% damage Then you get hit by a laser beam that does 100 points of damage, 75 points after reduction you now have 425 hull points and 42.5 armor points and your armor reduces 21% damage (approx) were you to get hit again by that laser beam that does 100 damage you would now take 79 points of hull damage *Example3: say you have 500 hull points and 50 armor points and your armor reduces 25% damage, and you are inside of an ally's shield that protects 25% energy damage Then you get hit by a laser beam that does 100 points of damage, 50 points after reduction you now have 450 hull points and 45 armor points and your armor reduces 22.5% damage, and you are inside of an ally's shield that protects 25% energy damage were you to get hit again by that laser beam that does 100 damage you would now take 52.5 points of damage |
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