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Starsector => General Discussion => Blog Posts => Topic started by: Alex on April 08, 2013, 01:05:26 PM

Title: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 08, 2013, 01:05:26 PM
Blog post here (http://fractalsoftworks.com/2013/04/08/fleet-encounter-mechanics-part-2/).
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Sproginator on April 08, 2013, 01:14:04 PM
Just finished reading it, that travel drive seems awesome! and the boarding mechanics, wow, Just wow.

Looking forward to its release
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on April 08, 2013, 01:15:49 PM
Can't wait to cull a fleet together to specialize in boarding.  :p

This all sounds interesting and intense. Can't wait to actually try it! 
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: CopperCoyote on April 08, 2013, 01:22:41 PM
I seem to recall burn drive is stated to be travel mode engaged while in combat. Will burn drive be synchronized with travel drive?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 08, 2013, 02:23:01 PM
I seem to recall burn drive is stated to be travel mode engaged while in combat. Will burn drive be synchronized with travel drive?

No - travel drive is a much more extreme version. Might rename it to something cooler, though - "full burn", perhaps.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Thaago on April 08, 2013, 02:35:15 PM
This all looks really good! I remember quite a lot about of discussion about boarding a while back - I'm glad that you decided to keep it. Does choosing which ships try and board (and that determining allowed boarding composition) mean we will be manually assigning crew and marines?

Also, will ships be able to fight past the 'travel drive' edge? I'm imagining fleeing ships accelerating quickly into a cloud of fighters that I'd stationed for ambush or something.

Quote
(Currently, fighters can’t be boarded. Need to reconsider some mechanics around fighters anyway; stay tuned.)
Only with this game can a nebulous statement fill me with such hope for AWESOME :)
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 08, 2013, 02:48:19 PM
You made boarding a meaningful choice! Yeah :D
Overall I like it very much, I'm sure risking your ships and crew for boarding will be a most interesting decision. I'd like to go into some details, though.

That stuff about ships reactivating and having a chance of getting away sounds good, but:
Quote
One disabled enemy ship may be randomly picked for boarding after combat.

Why make that random and not let the player choose which of the re-activating ships to board? You also said "boarding should be a way to get new ships rather than a way to get more ships", isn't randomizing the ship choice counteracting that intention?


In principle I also like the choice between "risk for the fleet but high boarding chance" vs "no risk for the fleet but low boarding chance and more crew losses". But...

If you choose a lot of (utility?) ships for a boarding task force and have a lot of marines, and you choose to launch assault teams, are there really high enough costs/risks? What if the target is a destroyer with 20 crew and you have 200 marines launching from your cargo ships? How could the costs of such a tactic balance out with or even surpass the cost of purchasing that destroyer? Are marines that expansive now?

(btw there's missing a space behind "HSS Tuat" in the boarding message)



The border and escape mechanics sound also really good. I'm looking forward to some exciting chases :)
Just a question: You said before that there can be only one escape scenario in an engagement. What happens if a retreating fleet destroys most pursuers and the remaining ones have to flee now? Do the pursuers still win?


Quote
Need to reconsider some mechanics around fighters anyway; stay tuned.

!Carrier launch conf....OK, sorry.

 
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on April 08, 2013, 02:54:15 PM
Quote
One disabled enemy ship may be randomly picked for boarding after combat.

Why make that random and not let the player choose which of the re-activating ships to board? You also said "boarding should be a way to get new ships rather than a way to get more ships", isn't randomizing the ship choice counteracting that intention?
Would that make it too easy, though? To get a ship you want I mean.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: harperrb on April 08, 2013, 03:01:36 PM
really enjoy the development of the pursuit and board edge.

My only concern on the boarding is that the value of boarding attempts (one) is arbitrary.

Isn't there a better limiting factor(s)?

I completely understand the means by which getting a new free ship is something that should be avoided; but i feel like limiting the number of boarding actions to one, no matter the size of the fleet is a somewhat glaring gamey-mechanic. That is - to recall a previous blog post, breaks the game's immersion.

I feel by

that boarding a ship for only vessel-gain would be nearly prohibitive in a similar fashion.  Additionally, I really enjoy the options to assault other ships - but following the logic just stated, making those options tied to specific hullmods would also limit the opportunities you can attempt to board. (eg. adding "Boarding Craft" or "Assault Dock" tied to those relative actions.

That way players have the choice to board as many ships as they can, even if in the end, its a negative gain.

Other options like making boarding for special cargo/information/people are too far off to mention here.

Still, loved what your giving us Alex, thanks for taking the time to break it down.

[edit: to clean up my points]
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 08, 2013, 03:08:03 PM
Would that make it too easy, though? To get a ship you want I mean.


As I understand it the main difficulty is now supposed to lay in the boarding itself, not in the dice roll which decides which ship is boardable. At least that's how I understand:
Quote
boarding should be a way to get new ships rather than a way to get more ships. Thus, there’ll be a very high cost to successful boarding.
How can you get "new" ships with increased probability if the selection is completely random?

Besides, it's not like you can freely choose between all enemy ships, just those who managed to stay sufficiently intact and are able to come back on-line. Which may well only be one.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on April 08, 2013, 03:29:15 PM
Gotcha. Yeah I agree with all that.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: hairrorist on April 08, 2013, 03:32:38 PM
Another element to test against boarding cost:reward would be to have derelict ships classified as "refurbished xxxx," being a version of the same ship but has ever so slightly lowered stats.  That way the player is motivated to actually by a ship once in a while!
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 08, 2013, 04:09:10 PM
This all looks really good! I remember quite a lot about of discussion about boarding a while back - I'm glad that you decided to keep it. Does choosing which ships try and board (and that determining allowed boarding composition) mean we will be manually assigning crew and marines?

No, its just assumed that the ships in the boarding task force gather up as many marines as are available (and can fit), and fill the rest of the space (if any) with crew of whatever experience level is handy. If you'll notice, there are no separate sliders for what XP crew to send - would be a bit much, I think, and marines dwarf crew effectiveness in combat anyway.


Also, will ships be able to fight past the 'travel drive' edge? I'm imagining fleeing ships accelerating quickly into a cloud of fighters that I'd stationed for ambush or something.

Yeah, it's still part of the map. There's nothing special about it beyond it being the only zone where travel drive can be turned on by the AI. (Which, as the player, you can do by pressing "enter", again only in that zone, and with a prominent UI element telling you to do it.)


That stuff about ships reactivating and having a chance of getting away sounds good, but:
Quote
One disabled enemy ship may be randomly picked for boarding after combat.

Why make that random and not let the player choose which of the re-activating ships to board? You also said "boarding should be a way to get new ships rather than a way to get more ships", isn't randomizing the ship choice counteracting that intention?

No specific reason, just to keep it more manageable UI-wise. It may or may not be a good thing to allow choice here (i.e. pick one, the rest get away!). Perhaps the "engage" option would even engage all of them, while board meant all but the one being boarded got away... hmm. Basically, I'm trying to keep it simple to start.

I don't think it specifically counteracts that intention. It just makes it a little more difficult to get the ship you want. Still, expanding it is a possibility.

In principle I also like the choice between "risk for the fleet but high boarding chance" vs "no risk for the fleet but low boarding chance and more crew losses". But...

If you choose a lot of (utility?) ships for a boarding task force and have a lot of marines, and you choose to launch assault teams, are there really high enough costs/risks? What if the target is a destroyer with 20 crew and you have 200 marines launching from your cargo ships? How could the costs of such a tactic balance out with or even surpass the cost of purchasing that destroyer? Are marines that expansive now?

Well, marines cost something like 300 credits now. A launch can result in the enemy ship maneuvering to get out of the way and getting away, which in turn results in the assault teams missing their targets, and some are lost in space. If they DO land, the combat odds are very poor and they'll take heavy casualties. If there's a self-destruct, the ships may be safe, but the boarding party certainly isn't. Finally, if they manage to get through all that and secure the ship, there's a high chance it'll be too damage to actually repair and has to be scrapped. So, yeah, it's the safe option for your ships. It's also extremely rough on the marines, and unlikely to produce results.


(btw there's missing a space behind "HSS Tuat" in the boarding message)

Thanks, fixed that up :)

Just a question: You said before that there can be only one escape scenario in an engagement. What happens if a retreating fleet destroys most pursuers and the remaining ones have to flee now? Do the pursuers still win?

The pursuees (is that even a word?) win in that case, but the encounter is still over.


Spoiler
really enjoy the development of the pursuit and board edge.

My only concern on the boarding is that the value of boarding attempts (one) is arbitrary.

Isn't there a better limiting factor(s)?

I completely understand the means by which getting a new free ship is something that should be avoided; but i feel like limiting the number of boarding actions to one, no matter the size of the fleet is a somewhat glaring gamey-mechanic. That is - to recall a previous blog post, breaks the game's immersion.

I feel by
  • controlling the amount of repairable damage while in transit
  • the cost of those repairs both in space and at a dock
  • the viability of towing near-scrap ships

that boarding a ship for only vessel-gain would be nearly prohibitive in a similar fashion.  Additionally, I really enjoy the options to assault other ships - but following the logic just stated, making those options tied to specific hullmods would also limit the opportunities you can attempt to board. (eg. adding "Boarding Craft" or "Assault Dock" tied to those relative actions.

That way players have the choice to board as many ships as they can, even if in the end, its a negative gain.

Other options like making boarding for special cargo/information/people are too far off to mention here.

Still, loved what your giving us Alex, thanks for taking the time to break it down.

[edit: to clean up my points]
[close]

Well, it's a fair point. As mentioned above, this may get expanded (and, by the way - the boarding mechanics are fully moddable, so this could be coded up).

I do want to say that this "only one" restriction isn't front-and-center in terms of being presented to the player that way. It just doesn't happen more than once. So, I don't think it's particularly immersion breaking there.

Another element to test against boarding cost:reward would be to have derelict ships classified as "refurbished xxxx," being a version of the same ship but has ever so slightly lowered stats.  That way the player is motivated to actually by a ship once in a while!

Hmm, neat idea. I like it! Will keep it in mind as a potential solution for any boarding related problems that may develop down the line.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: FlashFrozen on April 08, 2013, 04:10:46 PM
I seem to recall burn drive is stated to be travel mode engaged while in combat. Will burn drive be synchronized with travel drive?

No - travel drive is a much more extreme version. Might rename it to something cooler, though - "full burn", perhaps.

Interplanetary drive/burn?  :D

As a question, do the drives have a significant chargeup or effect like deactivation of weapons/shields to be used?



Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 08, 2013, 04:45:47 PM
As a question, do the drives have a significant chargeup or effect like deactivation of weapons/shields to be used?

Not sure what you mean, could you explain in a little more detail?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: PCCL on April 08, 2013, 04:48:40 PM
What about infernium drive? Assuming the battle drive is something else (conventional drive?)

also I agree with gothars that boarding should be a bit more complex, while I understand why you would want the game to be simple, this is a decision that is both optional (don't board if u don't want to, it's as or more expensive than buying/building anyway) and has no time pressure (one can sit and ponder on what to/not to board all one wants)

I like the idea of having a few ships surviving and the player can choose which one to board, maybe even board multiple ships

I think this system would work well, after boarding one ship successfully or otherwise, you return to the battle aftermath screen with the boarded target updated to either sabotaged, boarded, disabled or escaped (depending on outcome) and the rest of the boardable ships get a random chance to update to escaped, sabotaged, or surrendered depending on CR, damage sustained after disable, and speed, among other things. Then you choose another ship and board again if you want (repeating the process of boarding the first one), this will continue until either there are no more boardable ships left in the field or the player chooses to disengage


Quote
Not sure what you mean, could you explain in a little more detail?

I think he's trying to say when a ship is near the edge of the map and wants to retreat, does it have to take most systems offline to do some sort of a charge-up process before travel driving out, or is the process immediate?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Flare on April 08, 2013, 05:04:11 PM
I suggest the travel drive be called the torch drive, based on similarities to this: http://en.wikipedia.org/wiki/Torchship.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 08, 2013, 05:06:28 PM
It may or may not be a good thing to allow choice here (i.e. pick one, the rest get away!). Perhaps the "engage" option would even engage all of them, while board meant all but the one being boarded got away... hmm.

Ha, that would have been my follow-up suggestion :)
I feel that choice would actually be more important that the marines/crew slider (whose amount you pre-select via the ships crew-capacity anyway).

Balancing for remote boarding seems to work from your description (not that I really expected it not to)... my 200 marines would cost 60000 credits!


(And yes, pursuees is a proper word, too rarely used.)

Another element to test against boarding cost:reward would be to have derelict ships classified as "refurbished xxxx," being a version of the same ship but has ever so slightly lowered stats.  That way the player is motivated to actually by a ship once in a while!
Hmm, neat idea. I like it! Will keep it in mind as a potential solution for any boarding related problems that may develop down the line.

I would not like it, it would be hard to get attached to such a inferior ship. If boarding is such a expansive and difficult undertaking I want unspoiled rewards at the end. Otherwise you could just scratch the mechanic altogether, at least that's how I feel.


What about infernium drive? Assuming the battle drive is something else (conventional drive?)

I like the sound very much, but it implies the use of infernium, which is false.

Torch drive doesn't sound bad either, but has some false implications, too (if you know Heinlein).

Hm...how about blaze drive?



Title: Re: Fleet Encounter Mechanics, Part 2
Post by: PCCL on April 08, 2013, 05:10:07 PM
wait, you don't?

then what does infernium do?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 08, 2013, 05:19:58 PM
wait, you don't?

then what does infernium do?


It's for interstellar travel. We are talking about the drive for interplanetary travel.

If those two will be differentiated in the end I don't know for sure.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Wyvern on April 08, 2013, 05:21:11 PM
Another element to test against boarding cost:reward would be to have derelict ships classified as "refurbished xxxx," being a version of the same ship but has ever so slightly lowered stats.  That way the player is motivated to actually by a ship once in a while!

Hmm, neat idea. I like it! Will keep it in mind as a potential solution for any boarding related problems that may develop down the line.
I don't like this idea - it makes boarding feel useless as an option to get any sort of warship.  (Note: Not actually useless - even a permanently low CR Paragon would still be a capital ship - but feel useless, as in, why should I spend resources trying to board when it's not going to be as good as the real thing anyway?)
That said, I would be in favor of a successfully boarded ship starting at extremely low CR, and possibly having (temporary) penalties that make it take longer / more supplies to raise its CR.  Perhaps you need an actual shipyard (or an appropriate skill) to fully refurbish such a ship, and until then its CR caps out at half the normal maximum?
Temporary penalties are fine & appropriate; having it permanently inferior to a purchased ship... I don't like that.

Plus, given the lore... wouldn't just about any ship in the sector count as "refurbished" anyway?  Especially once it's survived a battle or two?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: PCCL on April 08, 2013, 05:26:10 PM
I agree, if a ship that got repaired (from disable or low health) doesn't get permanent stat decrease, I don't think a boarded one should

maybe they should start out at %0 CR with a few weeks of CR grow rate debuff as the crew gets used to the ship and iron out the kinks though

EDIT:
Quote
It's for interstellar travel.

I see, so the fuel in game that's currently useless would be infernium then, I assume

well, my headcanon thinks there's 3 kinds of drives:
conventional drive (battle drive), infernium drive (interplanetary drive), and hyper drive (FTL drive)

I don't think it was ever said specifically that infernium is only used for FTL anyway, was it?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: FlashFrozen on April 08, 2013, 05:28:33 PM
As a question, do the drives have a significant chargeup or effect like deactivation of weapons/shields to be used?

Not sure what you mean, could you explain in a little more detail?

It might just of been my own misinterpretation that ships enter AND exit the battlefield with the travel drive, so iwas under the assumption
that when say the retreating ships reach the border and use the drive to escape, it would have to shut off other ship systems in a period of brief defenceless to activate it for the getaway,

Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 08, 2013, 05:32:51 PM
@ Wyvern: Fully agree.


Another thought about the marines/crew slider (those are sliders, right?): Is there any scenario where you'd want to send in crew before exhausting your marine reserves? Can't think of one right now. If not: You could just make it one slider that selects all marines first and only if you keep dragging it to the right selects crew, too. Bit simpler.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Karlito on April 08, 2013, 05:35:14 PM
Will ships whose combat engines are damaged be able to engage their travel drives?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: naufrago on April 08, 2013, 06:29:19 PM
Had a read through the latest blog. So far, it seems pretty fun and it gave me a few ideas.

Maybe instead of a random chance to board one ship, boarding could be one of the options after winning a battle (being mutually exclusive with salvage and that other stuff). You'd then get to choose which ship you want to board, and you may pick one that can't actually be repaired pick one or more of the disabled ships you want to board (could display estimated odds of repairing the ship). EDIT: I should clarify, it would pretty much work the way you described what with random chances and all that, it would just be worked into the existing framework a little differently. It would also add a little more risk/reward (do I choose guaranteed extra loot, or a chance at a "shiny" new ship?).

Lore reason could be that the surviving crew on all the disabled ships do their best to bring their systems back online. If they're successful, they can break away while you're boarding the other craft. If they fail, they may sabotage whatever's still usable out of spite for you. In both cases, it means less salvaged loot than if you choose to scrap them before they have the opportunity to do either.


I also couldn't help but notice that you mentioned something about looking into fighter mechanics... so I'm going to shamelessly *** out this thread here: http://fractalsoftworks.com/forum/index.php?topic=5910.0 (http://fractalsoftworks.com/forum/index.php?topic=5910.0). I quite like the idea I came up with about fighters costing CR to be repaired and, most importantly, rebuilt. To summarize my idea, a destroyed fighter wing isn't necessarily gone. As long as it has enough CR, it can be replaced. However if the fighter wing is destroyed and its CR is too low, it's permanently gone.

I dunno, I just feel like it's too easy to completely destroy fighters. And frankly, it doesn't make sense that I can have 1 Wasp remaining and have it be restored to full strength, but the moment that last Wasp is destroyed it's gone for good. With CR, though, you could make each individual fighter have a specific CR cost to rebuild/repair it. For example, reconstructing Wasps could cost 4 or 5% of its CR per fighter. Reconstructing Xyphos(es?) could cost 15% of its CR per fighter. Lots of fun stuff you can do with it.

EDIT: Lore reason could be that as long as you have one full fighter, you can use that to make copies up to whatever the DRM allows you to keep in storage. Once the last one's gone, no more copies since there's nothing to copy. How many you're allowed to have deployed at one time is also constrained by the DRM. It's a bit contrived, but it makes a bit more sense than what we have now =p
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Blackoth on April 08, 2013, 06:53:18 PM
As always Alex, you have awesome ideas when it comes to game mechanics, i am looking forward to these changes! 

Would it be possible in the future to think about incorporating the idea of leveling up marines like we do with crew? successful boarding missions will promote some marines to be better in boarding actions?  Veterans? Sargents? Captains? Combat Engineers?

I am a huge fan of Warhammer 40k books, and always have one in the process of being read (from time to time they have really great ship to ship battles and boarding assaults), space sims always seem to be lacking in depth boarding mechanics.

Ill stop dreaming now, but seriously, keep up the awesome work!
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on April 08, 2013, 06:54:37 PM
Another element to test against boarding cost:reward would be to have derelict ships classified as "refurbished xxxx," being a version of the same ship but has ever so slightly lowered stats.  That way the player is motivated to actually by a ship once in a while!

Hmm, neat idea. I like it! Will keep it in mind as a potential solution for any boarding related problems that may develop down the line.
So how far does this rabbit hole go? If someone captures a ship, then you capture it, is it doubly hit with the refurb cost?

I agree, if a ship that got repaired (from disable or low health) doesn't get permanent stat decrease, I don't think a boarded one should

maybe they should start out at %0 CR with a few weeks of CR grow rate debuff as the crew gets used to the ship and iron out the kinks though
Maybe reduced (greatly reduced?) CR until you get to a specific type of station? You could make the station not cheap. Thus making sure the captured ships still cost a lot, and they'd be risky lugged out in space. Not sure if another layered mechanic is really called for, though.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 08, 2013, 08:03:43 PM
As a question, do the drives have a significant chargeup or effect like deactivation of weapons/shields to be used?

Not sure what you mean, could you explain in a little more detail?

It might just of been my own misinterpretation that ships enter AND exit the battlefield with the travel drive, so iwas under the assumption
that when say the retreating ships reach the border and use the drive to escape, it would have to shut off other ship systems in a period of brief defenceless to activate it for the getaway,

Ah, I see. Not *really*. The ship using it can't do anything else, but it doesn't take long to kick in - a second or two of acceleration. At that point, the ship's been pursued for a while, so it'd be just too cruel to have a windup time for it. Not like it can be used in the middle of combat to get away, you know?


@ Wyvern: Fully agree.

Right; I was thinking this could be useful IF boarding proves to be too powerful for whatever reason. Then you could have a "limited success" outcome where the ship is still captured, but has that debuff.


Another thought about the marines/crew slider (those are sliders, right?): Is there any scenario where you'd want to send in crew before exhausting your marine reserves? Can't think of one right now. If not: You could just make it one slider that selects all marines first and only if you keep dragging it to the right selects crew, too. Bit simpler.

Probably not now, but it depends on what else marines might be good for later on.


Will ships whose combat engines are damaged be able to engage their travel drives?

Not if they're totally flamed out. Partially flamed out is ok.


Had a read through the latest blog. So far, it seems pretty fun and it gave me a few ideas.

Maybe instead of a random chance to board one ship, boarding could be one of the options after winning a battle (being mutually exclusive with salvage and that other stuff). You'd then get to choose which ship you want to board, and you may pick one that can't actually be repaired pick one or more of the disabled ships you want to board (could display estimated odds of repairing the ship). EDIT: I should clarify, it would pretty much work the way you described what with random chances and all that, it would just be worked into the existing framework a little differently. It would also add a little more risk/reward (do I choose guaranteed extra loot, or a chance at a "shiny" new ship?).

Lore reason could be that the surviving crew on all the disabled ships do their best to bring their systems back online. If they're successful, they can break away while you're boarding the other craft. If they fail, they may sabotage whatever's still usable out of spite for you. In both cases, it means less salvaged loot than if you choose to scrap them before they have the opportunity to do either.

I see what you're saying, but I'm not sure that's actually *better*. Not sure it's worse, either, but it definitely doesn't fit in as nicely code-wise, because now you've got different cases fo the "after engagement" choice, depending on whether it's the last engagement in the encounter and whether boarding is going to occur...

I also couldn't help but notice that you mentioned something about looking into fighter mechanics... so I'm going to shamelessly *** out this thread here: http://fractalsoftworks.com/forum/index.php?topic=5910.0 (http://fractalsoftworks.com/forum/index.php?topic=5910.0). I quite like the idea I came up with about fighters costing CR to be repaired and, most importantly, rebuilt. To summarize my idea, a destroyed fighter wing isn't necessarily gone. As long as it has enough CR, it can be replaced. However if the fighter wing is destroyed and its CR is too low, it's permanently gone.

I dunno, I just feel like it's too easy to completely destroy fighters. And frankly, it doesn't make sense that I can have 1 Wasp remaining and have it be restored to full strength, but the moment that last Wasp is destroyed it's gone for good. With CR, though, you could make each individual fighter have a specific CR cost to rebuild/repair it. For example, reconstructing Wasps could cost 4 or 5% of its CR per fighter. Reconstructing Xyphos(es?) could cost 15% of its CR per fighter. Lots of fun stuff you can do with it.

EDIT: Lore reason could be that as long as you have one full fighter, you can use that to make copies up to whatever the DRM allows you to keep in storage. Once the last one's gone, no more copies since there's nothing to copy. How many you're allowed to have deployed at one time is also constrained by the DRM. It's a bit contrived, but it makes a bit more sense than what we have now =p

Believe it or not, that's extremely close to what I'm thinking about. Just haven't 100% settled on that as the way to go :)


As always Alex, you have awesome ideas when it comes to game mechanics, i am looking forward to these changes! 

Would it be possible in the future to think about incorporating the idea of leveling up marines like we do with crew? successful boarding missions will promote some marines to be better in boarding actions?  Veterans? Sargents? Captains? Combat Engineers?

I am a huge fan of Warhammer 40k books, and always have one in the process of being read (from time to time they have really great ship to ship battles and boarding assaults), space sims always seem to be lacking in depth boarding mechanics.

Ill stop dreaming now, but seriously, keep up the awesome work!

Thanks!

As far as marine levels, maybe - once marines have a larger role in the game, I'll take another look. I think the reason space sims generally lack in-depth boarding mechanics is because they're, well, space sims :)


Another element to test against boarding cost:reward would be to have derelict ships classified as "refurbished xxxx," being a version of the same ship but has ever so slightly lowered stats.  That way the player is motivated to actually by a ship once in a while!

Hmm, neat idea. I like it! Will keep it in mind as a potential solution for any boarding related problems that may develop down the line.
So how far does this rabbit hole go? If someone captures a ship, then you capture it, is it doubly hit with the refurb cost?

Probably too far :)


(Boarded ships do start out at 0 CR, btw, as do disabled + repaired ones. No rate debuff, though.)
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: naufrago on April 08, 2013, 08:45:53 PM
Had a read through the latest blog. So far, it seems pretty fun and it gave me a few ideas.

Maybe instead of a random chance to board one ship, boarding could be one of the options after winning a battle (being mutually exclusive with salvage and that other stuff). You'd then get to choose which ship you want to board, and you may pick one that can't actually be repaired pick one or more of the disabled ships you want to board (could display estimated odds of repairing the ship). EDIT: I should clarify, it would pretty much work the way you described what with random chances and all that, it would just be worked into the existing framework a little differently. It would also add a little more risk/reward (do I choose guaranteed extra loot, or a chance at a "shiny" new ship?).

Lore reason could be that the surviving crew on all the disabled ships do their best to bring their systems back online. If they're successful, they can break away while you're boarding the other craft. If they fail, they may sabotage whatever's still usable out of spite for you. In both cases, it means less salvaged loot than if you choose to scrap them before they have the opportunity to do either.

I see what you're saying, but I'm not sure that's actually *better*. Not sure it's worse, either, but it definitely doesn't fit in as nicely code-wise, because now you've got different cases fo the "after engagement" choice, depending on whether it's the last engagement in the encounter and whether boarding is going to occur...

I think I might have the order in which things occur confused. When does looting happen? Is it after every engagement or at the end of the encounter?

Also, looking forward to the fighter changes. They could really use the love.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: miro on April 08, 2013, 09:14:11 PM
Perhaps It should be named a Cruise drive? (Flash Frozen's glorious "Unsung")
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: kl on April 08, 2013, 10:48:28 PM
I think the boarding mechanics encourage players to grind. Player will fight many easy battles for small reward because in one hard battle he will lose 2/3 of his ships and MAYBE get one ship in return. I think game should bring an equally strong battles to player for equal reward.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: JT on April 09, 2013, 03:48:42 AM
I'm going to break with the mold here and suggest the perfect lore handwave for the battlefields -- disruptor missiles. Upon detonation, these create a field which inhibits travel drives. These would be assumed to be a part of every ship's arsenal, but due to the amount of interference they produce, any given fleet can only maintain a single disruptor missile ready to launch at any given time, and it takes several hours to prepare another for launch -- if a fleet attempted to maintain several disruptor missiles it would disrupt its own travel drives enough that it couldn't manoeuvre with anything other than reaction thrusters, giving them a practical maximum acceleration of 3-5 g or so (not nearly enough for practical manoeuvring within the game's context and only viable in fan fiction and theatrics).

Anyway, the idea is that when fleets move to engage, one fleet or the other (or both) launches its disruptor missile, which creates a "dead spot" in space that lasts for hours. At the scales on the strategic map it's easy as sin to avoid these areas, but on the tactical map it's another story -- and why once a pursuer launches their disruptor at your fleet, they wind up disabling their own drives as well as yours, until of course you can manage to get out of range of the initial impact point.

To help cover the "well, if we save our missile, we can just launch ours at the enemy after we manage to get out of range in order to disrupt them while we escape" scenario (q.v. Independence War 2, where launching an LD missile was a viable escape tactic), it's not difficult at all to justify that launching a disruptor missile also disrupts all other ready disruptor missiles in the area -- so that even if another fleet kept its disruptor missile in reserve, it would be knocked offline by the detonation of the first missile launched in the conflict. The existence of these disruptor missiles also explains away why you can't use "interstellar scale" missiles, since these missiles could easily be intercepted by disruptor missiles anyway (as "close enough" rather than "direct hit" actually counts in their regard, giving a vastly unfair favour to the disruptor missile).

When fleets meet head on, the launched disruptor missile is instead detonated in between the fleets in order to reduce the likelihood that they can alter their manoeuvres, and prevent any "sudden" moves on the part of the enemy. Only fighters and light frigates are manoeuvrable enough (and small enough) to avoid the initial disruption effect and attempt flanking manoeuvres -- larger ships are stopped dead on the initial detonation, forcing them to reinforce from the side they came in from.

The final piece of the puzzle is the simplest: that disruptor missiles are a dime a dozen as the technology is ultimately extremely simple, and that the disruption they produce isn't some fantastic ultra-high energy radiation source, but simply more akin to a puff of chaff or some such. Each of the little "chafflets" is simply an electronic jammer that disrupts drives nearby -- once it burns out, natural travel speeds can resume. (Heck, this can even be used to explain what the "space dust" is in every battlefield.) The initial "burn" is the strongest, knocking travel drives (and other jammers) offline all around. Those jammers that survive the initial burn then persist in maintaining a disrupted area until their power cells finally go and/or the chaff disperses enough that it no longer has enough strength to maintain a dead spot. Therefore all ships simply have disruptor missiles abstracted in their Supplies.



As for the name, well... The problem with games that feature "dropping out of warp" is that in reality, "combat" speed is "as fast as you can go" and "travel" speed is "as efficiently as you can go" -- e.g., an Iowa class battleship would travel at its cruising speed of 15 knots for best range, but jump to flank speed of 32 knots if it detected a threat. With "warp" style gameplay, this logic is reversed -- you can go very very fast and then all of a sudden for reasons inexplicable you have to reduce your speed in order to be able to fight? Why would you not attempt to capitalise on your enhanced mobility and make use of your extreme speed to launch long-range missiles that will come screaming in at ridiculous velocities?

Based on that, I think anything that emphasises speed might be irrelevant -- making it more likely for me to lean towards "travel drive" as the best option. But if we want to change the name to represent the technology rather than the semantic/conceptual purpose of it, I might lean towards "tensor (http://en.wikipedia.org/wiki/Metric_tensor#Lorentzian_metrics_from_relativity) drive".


Now on to boarding... to be honest, I don't see why boarding should be more expensive than buying ships. I think the cost should approach that of buying a new ship, but if the entire universe is all about "making do with what you've got", then boarding seems like it'd be *the* way to obtain "new" ships, not something to be discouraged. I don't like the gamey restriction of one per conflict either -- if you specialise in boarding, you should be more than capable of boarding multiple vessels in an enemy fleet, but of course you're going to suffer a lot of losses and would have needed to sink considerable assets into boarding.

That's what pirates do, and it's self-balancing -- instead of focusing on the combat aspects, they focus on the boarding aspects. That makes them ruthless against lowly freighters, but easy prey for combat fleets.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: 56er on April 09, 2013, 07:31:47 AM
Can't even really state how much twisted I'm for the new boarding mechanics. I hate to hear, that I can only board one ship per ecounter. That is utterly dumb. I mean, why should I say, hey there are 3 ships floating aside, lets just only board one of them to sell/use them after repairs? That's sounds like the most anoying thing yet to come to this game. I can see the game won't be really funny if you manage to have some luck and cap some big ships right in the start, but with that conclusion it get's my WTF monitors up.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Uomoz on April 09, 2013, 07:38:52 AM
I do agree that hardcoded limits in a no-real-limits environment sound a bit weird. We'll see how it plays out.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 09, 2013, 08:13:18 AM
It may or may not be a good thing to allow choice here (i.e. pick one, the rest get away!). Perhaps the "engage" option would even engage all of them, while board meant all but the one being boarded got away... hmm.

One problem I could imagine without this is this: If you know in advance that you are not going to capture any enemy ships you have reason to destroy all their disabled ships during the fight. That way there is no chance of them getting away and opposing you later.
That would require you to artificially prolong the battle, a boring tactic.

Being able to automatically engage all enemies after battle would help, but if there's no 100% success rate (which I assume since the player might be able to escape) it's still not perfect, you'd still have reason to destroy all hulls near the end of battle.
Mhhh... Maybe give only disabled ships that floated away from the battlefield a chance to reactive and get away (if you choose "engage")? You could even influence your survival chances that way by pushing disabled allies over the border.



@ only one ship boarding issue: Why not allow a second dice throw after boarding is finished? Some reactivating ships might have been able to get away, some not, so you have another chance with worse cards.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Trylobot on April 09, 2013, 08:15:18 AM
This is an excellent idea. It really does cover all the bases. Thoughts, Alex?

I'm going to break with the mold here and suggest the perfect lore handwave for the battlefields -- disruptor missiles.
...

Title: Re: Fleet Encounter Mechanics, Part 2
Post by: naufrago on April 09, 2013, 09:13:27 AM
*disruptor missiles*

You could even take it one step further and say that almost all ship movement is thanks to its warp drive, and the disruption effect limits the top speed a ship can attain. The thrusters on the back of a ship may only useful for light (as in "not heavy") acceleration, which over a long time could amount to crazy velocities, but the size and scale of the battlefield could make the warp drive preferable even despite the disruption. The ships would still use their maneuvering thrusters, but the effect would be minimal.

The benefit to this would be that it explains why bigger ships go slower, since their warp bubbles would be bigger and more prone to disruption. The disruption effect could be proportional to the surface area of the warp bubble, which could also explain why frigates are fast than fighters (bigger warp engine, but still in that sweet spot below where the x^2 graph passes the y=x graph). Would also explain why high tech ships are faster than low tech ones, since their warp drives are more advanced and can resist disruption a little better (as well as having generally faster engines).
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 09, 2013, 09:23:45 AM
I think the boarding mechanics encourage players to grind. Player will fight many easy battles for small reward because in one hard battle he will lose 2/3 of his ships and MAYBE get one ship in return. I think game should bring an equally strong battles to player for equal reward.

It's already safer to attack weaker fleets. I don't think boarding specifically encourages grinding, though, since it should be the more expensive way to get ships. That is to say, if getting more ships is your goal, in the long run you'd be better off not boarding, unless you're perhaps super-specialized in it. Even if you're doing risk-free boarding, such as with an Onslaught against a Hound - it's still more expensive than buying a Hound.


It may or may not be a good thing to allow choice here (i.e. pick one, the rest get away!). Perhaps the "engage" option would even engage all of them, while board meant all but the one being boarded got away... hmm.

One problem I could imagine without this is this: If you know in advance that you are not going to capture any enemy ships you have reason to destroy all their disabled ships during the fight. That way there is no chance of them getting away and opposing you later.
That would require you to artificially prolong the battle, a boring tactic.

Being able to automatically engage all enemies after battle would help, but if there's no 100% success rate (which I assume since the player might be able to escape) it's still not perfect, you'd still have reason to destroy all hulls near the end of battle.
Mhhh... Maybe give only disabled ships that floated away from the battlefield a chance to reactive and get away (if you choose "engage")? You could even influence your survival chances that way by pushing disabled allies over the border.

Interesting point, I hadn't thought about it. I think there are two things that make it a non-issue, though:

1. How would you actually prolong a battle? You'd either expose your ships to extra danger while you're shooting up wrecks instead of killing whatever the're fighting, or, if you're the enemy would retreat if they were reduced enough. It'd be very challenging to pull off, I think - which would also help keep it from being boring, if it was even possible.

2. Destroyed ships grant significantly less loot. Ships you "engage" before they can repair and get away become disabled. So, you'd lose a lot of material by blowing up the wrecks.


@ only one ship boarding issue: Why not allow a second dice throw after boarding is finished? Some reactivating ships might have been able to get away, some not, so you have another chance with worse cards.
I do agree that hardcoded limits in a no-real-limits environment sound a bit weird. We'll see how it plays out.

Hmm. I have to admit, I'm not surprised by the overall reaction to that particular restriction. I'll definitely keep an eye on it; though I do think it probably works better in practice than it sounds.  A boardable ship is a rare enough occurrence that you're not going to be thinking, "oh, I really should have gotten more than one!".

This is an excellent idea. It really does cover all the bases. Thoughts, Alex?

I'm going to break with the mold here and suggest the perfect lore handwave for the battlefields -- disruptor missiles.
...

Well, since the game doesn't deal with this directly, it might be best not to have a canon explanation. I know for me as a player, coming up with the lore behind in-game situations is part of the fun, and overexplaining everything takes away from that. It would also make the player wonder why they don't have control over the specifics (in this case, the distruptor missiles).


Now on to boarding... to be honest, I don't see why boarding should be more expensive than buying ships. I think the cost should approach that of buying a new ship, but if the entire universe is all about "making do with what you've got", then boarding seems like it'd be *the* way to obtain "new" ships, not something to be discouraged.

That's a reasonable way to look at it, but it also makes boarding vs not much less of a choice. Why pass up a cheap ship? Even if you don't want to use it, you could always just sell it. I'd rather the cost approach that of buying a new ship, but from above. That way, if you're specialized in boarding, it's much more reasonable - maybe you're set up to not only mitigate the losses in an actual boarding action, but to recover more quickly. Like you mentioned, it could also be self-balancing, since you'd be devoting a lot of your fleet strength to this.



(Re: warp bubble - that's how I picture it, too. Not the exact specifics, perhaps, but that's how I explain away - to myself - the top speeds and other such speed-related artifacts.)
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: L33tGuilty on April 09, 2013, 11:19:00 AM
Sounds good !!

cant wait to try it out.... any rough days of patch ?? week, 2, 3, 4 ??
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: KDR_11k on April 09, 2013, 12:57:22 PM
I'd like the option to loot a ship when boarding instead of capturing it, this would cost less to do than a proper boarding (you just pick targets of opportunity instead of trying to breach the fortified bridge or something) but would only result in additional items being looted rather than actually taking the ship. That way it's a way to play the boarding game with lower stakes when you're just looking for something to sell to vendors.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on April 09, 2013, 01:00:34 PM
I'd like the option to loot a ship when boarding instead of capturing it, this would cost less to do than a proper boarding (you just pick targets of opportunity instead of trying to breach the fortified bridge or something) but would only result in additional items being looted rather than actually taking the ship. That way it's a way to play the boarding game with lower stakes when you're just looking for something to sell to vendors.
That's already a general option, though. You can either choose looting everything or boarding one shop, right?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: ArkAngel on April 09, 2013, 02:00:57 PM
I personally think the "travel drive" should be named the Mosolov Drive.   ;D
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 09, 2013, 05:47:00 PM
2. Destroyed ships grant significantly less loot. Ships you "engage" before they can repair and get away become disabled. So, you'd lose a lot of material by blowing up the wrecks.

Ah, did not think of that, sounds like it would be sufficient to stop my approach.


It's already safer to attack weaker fleets. I don't think boarding specifically encourages grinding, though, since it should be the more expensive way to get ships. That is to say, if getting more ships is your goal, in the long run you'd be better off not boarding, unless you're perhaps super-specialized in it. Even if you're doing risk-free boarding, such as with an Onslaught against a Hound - it's still more expensive than buying a Hound.

You have plans for when boarding turns out too powerful, what about the reverse case? If boarding really is that uneconomical now, will the sometimes better availability of boardable ships be enough, or might players stop boarding altogether? Having a specialized boarding fleet just to approach the same investment/reward level that simply buying ships has seems like a bad idea since it reduces your combat/trade power.
Maybe in the real campaign timing and availability will have such an impact that boarding is worth it?

The only other possible advantage of boarding over buying I can think of would be that hullmods stay intact, so you can get your hands on those you can't install yourself. Or maybe something about cargo that stays intact...which could play very nice in the situational approach; Imagine EG boarding a passing vaccine freighter to help a nearby plagued planet. Or just some freighter on the end of a long voyage, full with cargo that is very valuable in the current system.


Oh, btw, what about boarding of not combat ready ships that fly around alone? At the moment you get them for free just by catching them (they surrender), will they get the new boarding mechanics, too?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Doom101 on April 09, 2013, 06:52:40 PM
i had high hopes for the illusive and mysterious boarding you mentioned last weeks, well lets just say i'm not disappointed and with everything thats going into the next patch.. well... *drool*
we really need a drool emoticon what with these updates
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Reapy on April 09, 2013, 07:07:30 PM
Was wondering about the two boarding options, why you would end up picking the 'ships at a safe distance option', it seems that when you have smaller ships you probably couldn't afford to throw expensive marines away and risk them getting lost in space, so you'd want to dock up closer.

When you do have marines to throw away, you would probably be in a state where you have lots of money and bigger ships, which would nullify the risk of boarding due to the ship size/armor, or even the cost of losing a ship by the target exploding.  I have a feeling option two will be underutilized.  But either way seems like the numbers are probably tweakable to make it more so, but at first read it feels like the tradeoffs might hurt too much and you will always want to hard dock.

Also, could you leave some hooks in the API so someone can write a boarding combat game as detailed as the current space combat portion of the game? ;) ;)
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Doom101 on April 09, 2013, 09:07:12 PM
Was wondering about the two boarding options, why you would end up picking the 'ships at a safe distance option', it seems that when you have smaller ships you probably couldn't afford to throw expensive marines away and risk them getting lost in space, so you'd want to dock up closer.

When you do have marines to throw away, you would probably be in a state where you have lots of money and bigger ships, which would nullify the risk of boarding due to the ship size/armor, or even the cost of losing a ship by the target exploding.  I have a feeling option two will be underutilized.  But either way seems like the numbers are probably tweakable to make it more so, but at first read it feels like the tradeoffs might hurt too much and you will always want to hard dock.

Also, could you leave some hooks in the API so someone can write a boarding combat game as detailed as the current space combat portion of the game? ;) ;)


I can think of a few reasons ( granted these are far and away) to use the launch teams at them from afar option,
the ship your boarding is massive, ie an onslaught for example and taking that much damage simply is not acceptable for ANY ship in your fleet.

Your fleet is mostly expensive ships, IE Tempests, or Hyperions. these are very fragile ships and practically any damage would destroy them and the cost of replacing them both in rarity and credit value is far beyond that of what throwing a few hundred marines out an airlock would cost you.

another great example of two: let's say your rolling with your brand new high tech capital ship, say an Odyssey even with your biggest ship taking too much damage wouldn't be acceptable, and bringing transports with you just isn't feasible because you need to be fast. granted with a paragon that threat is pretty much gone, unless maybe boarding another paragon.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: MindsEye on April 09, 2013, 09:12:32 PM
I really dislike only being able to board one ship. also dislike that boarding is random. I would like to see boardable ships have a battle element. Like say you must induce a flamout and disable a ship without destroying it and then it will be boardable. Or maybe you need special weapons like ion lasers which are extremely weak against shields and armor. I have a feeling this has been discussed but making boarding chances tied to the player sounds more fun.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Flare on April 10, 2013, 01:59:05 AM
I'd like to see less boarding and more carrying the wrecks back to a shipyard for refurbishing or scrapping instead. I've always thought the reactor going off like that when a ship suffers enough damage to be a pretty cataclysmic event in terms of the foundational superstructure being intact enough to allow you to repair the thing without expensive facilities and basically replacing everything.

What can you salvage from a ship like that really? I grab a ship that says it has 2% hull which I assume is 2% from being absolute irrecoverable junk, and then I spend about 1000 credits worth of supplies fixing it, in an otherwise total rebuild of something barely distinguishable from the wrecks that I evidently blew 2% more holes in to repair.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Reapy on April 10, 2013, 07:52:57 AM
I can think of a few reasons

Good points, so perhaps early on it won't really be the best option, but as the size of fleet battles increase it will become more and more a balanced tradeoff.  Sounds about right, it will of coarse all come down to the numbers, but thinking of it that way it doens't seem as one sided a choice as I originally thought.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 10, 2013, 08:34:39 AM
Oh, btw, what about boarding of not combat ready ships that fly around alone? At the moment you get them for free just by catching them (they surrender), will they get the new boarding mechanics, too?

They can still attempt to disengage, and will be deployed in the escape scenario. So, no more free caps there - you have to chase them down and disabled them. They'll be easier to board if they have a lot less crew/marines, though.

I would like to see boardable ships have a battle element. Like say you must induce a flamout and disable a ship without destroying it and then it will be boardable. Or maybe you need special weapons like ion lasers which are extremely weak against shields and armor. I have a feeling this has been discussed but making boarding chances tied to the player sounds more fun.

Hmm. It was discussed before, but the reason I didn't like it is it'd make boarding too strong. However, if boarding is still an expensive, not-automatically-good choice, then that's something worth considering again.


I'd like to see less boarding and more carrying the wrecks back to a shipyard for refurbishing or scrapping instead. I've always thought the reactor going off like that when a ship suffers enough damage to be a pretty cataclysmic event in terms of the foundational superstructure being intact enough to allow you to repair the thing without expensive facilities and basically replacing everything.

What can you salvage from a ship like that really? I grab a ship that says it has 2% hull which I assume is 2% from being absolute irrecoverable junk, and then I spend about 1000 credits worth of supplies fixing it, in an otherwise total rebuild of something barely distinguishable from the wrecks that I evidently blew 2% more holes in to repair.

It's a fair point. You know, I really want to see how it plays out in the context of the real campaign. (I know, I keep saying that. But it's true!) The good thing about the new setup is that it's extremely flexible. It's using the unified "interaction dialog" UI, done in a moddable way, and so it's much easier to change. The new UI work required (which is usually a big chunk of the time) is minimal.


Also, could you leave some hooks in the API so someone can write a boarding combat game as detailed as the current space combat portion of the game? ;) ;)

Already possible :) Though difficult, but not because of the API, but because, erm, writing a detailed boarding combat game is a challenge.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Doom101 on April 10, 2013, 04:36:17 PM
Just thought of another good reason to use the launch boarding teams option rather than docking, Fighter fleets. Not a single ship in that fleet is very tough individually they need each other to be tough the only carriers that should hard dock rather than launching teams would be ventures and maybe Astrals. ( ventures are very very tough if you didn't know)  i mean heck ventures aren't even a real dedicated carrier, and they slow down fleets massively without the travel speed character abilities ( the engine hullmods help too) Condors, Gemini, and Astrals are the only truly dedicated carriers. and they are all pretty fragile. the nice thing about carriers is that they all have space for supplies and fuel so you don't need to bring freighters with you taking up otherwise valuable fighter space in your fleet. without freighters/troop transports a carrier fleet would HAVE to use the launch boarding team option because they couldn't risk their valuable carriers getting blown to bits, an Astral would definitely fix this but i mean come on those are rare as hell and even then they aren't the beefiest ship in the game.

Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 10, 2013, 06:48:01 PM
Oh, btw, what about boarding of not combat ready ships that fly around alone? At the moment you get them for free just by catching them (they surrender), will they get the new boarding mechanics, too?

They can still attempt to disengage, and will be deployed in the escape scenario. So, no more free caps there - you have to chase them down and disabled them. They'll be easier to board if they have a lot less crew/marines, though.

Am I correct in taking from this that there will no longer be made any difference between engagements sizes? Small fleets will have all the options? I like that.



@Doom101: Good point.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 10, 2013, 07:30:40 PM
Oh, btw, what about boarding of not combat ready ships that fly around alone? At the moment you get them for free just by catching them (they surrender), will they get the new boarding mechanics, too?

They can still attempt to disengage, and will be deployed in the escape scenario. So, no more free caps there - you have to chase them down and disabled them. They'll be easier to board if they have a lot less crew/marines, though.

Am I correct in taking from this that there will no longer be made any difference between engagements sizes? Small fleets will have all the options? I like that.

Yeah. Although smaller battles don't have objectives, and have the initial deployments (which are still a choice as to which ships to deploy, i.e. it's never all your ships, unless it's the only one there is) start out closer to each other.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alfalfa on April 10, 2013, 08:55:30 PM
I've been waiting for the second part of this post all week. ;D

I'm still a bit fuzzy on how the Travel Drive border works (henceforth known as the Burn Strip).  Do you have to be travelling towards the border to activate Travel Drive while in the Burn Strip, or are there no restrictions?  If not, what's to stop you from using the Burn Strip as a space highway?  For example, if I'm trying to reach an objective in the top right, could I just dip into the Burn Strip and speed my way along the perimeter of the map and come out near my destination?  This would seem especially advantageous in a chase scenario, where I could run up the flanks at super-speed, unless the Burn Strip is only at the top in those maps.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 11, 2013, 03:36:34 AM
@Alfalfa: If you activate the Travel Drive the autopilot will kick in and your ship will leave the map. It can't be used for faster travel during combat.



I would like to see boardable ships have a battle element. Like say you must induce a flamout and disable a ship without destroying it and then it will be boardable. Or maybe you need special weapons like ion lasers which are extremely weak against shields and armor. I have a feeling this has been discussed but making boarding chances tied to the player sounds more fun.
Hmm. It was discussed before, but the reason I didn't like it is it'd make boarding too strong. However, if boarding is still an expensive, not-automatically-good choice, then that's something worth considering again.

Yeah, boarding ships has now major disadvantages compared to buying ships:

- more or comparable expensive (altogether)
- requires preparation
- requires reduction of your fleet's combat potential
- yields not combat-ready ships
- element of chance
- very little choice about the target


To mitigate the last point (choice) seems the most interesting option, I think. At least, if realized inside combat, the option that is farthest outside the stats and numbers part of the game.


Advantages of boarding (I know of) are:
- gives access to ships that can't be purchased
- can give fast access to needed ships if time is of the essence

Points which are alleviated by... the lack of target-ship choice.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alfalfa on April 11, 2013, 12:55:12 PM
@Gothars: Ah, that explains everything, thanks.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: BillyRueben on April 11, 2013, 01:04:27 PM
Advantages of boarding (I know of) are:
- gives access to ships that can't be purchased

That particular advantage will probably be a big deal once the campaign gets fleshed out, and getting destroyer (and above) class ships isn't as simple as stopping in to a station to purchase one.

I don't see how people can complain about only being able to board a single ship after combat. A few things to think about:
1. Getting to board any ship at all is unlikely right now.
2. If there is a boardable ship, there likely isn't going to be a second one anyway.
3. You can't complain about how the campaign is too easy, then complain that you can't board 2+ vessels at a time.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 11, 2013, 03:37:16 PM
That particular advantage will probably be a big deal once the campaign gets fleshed out, and getting destroyer (and above) class ships isn't as simple as stopping in to a station to purchase one.

I hope so :)
Just more reason to allow a bit of influence on what ship is boardable, I think.


I don't see how people can complain about only being able to board a single ship after combat. A few things to think about:
1. Getting to board any ship at all is unlikely right now.
2. If there is a boardable ship, there likely isn't going to be a second one anyway.

Yeah, it would be very unlikely, but why not just leave it at that? That something is unlikely isn't a good reason to strictly exclude it. Well, it would be if it had considerable impact on the UI, but since it seems to work in chronologically ordered steps anyway the inclusion of one more step (if it occurs) would not matter.
I don't think its a big deal at all, just don't quite get the reasoning behind it.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Sarolveldruk on April 12, 2013, 12:49:51 PM
How will the mechanics for small skirmishes be affected by this?

It would make for a nice and dramatic effect to have a small fleet move in on travel drive all at once from the map border in a formation of some sort.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Jonlissla on April 12, 2013, 02:18:16 PM
The new mechanics looks good, but being forced to board a random ship? Nonsense. If I want to board a Paragon with nothing more than 4 Marines in a Hound, then I should be given the choice to board that Paragon with 4 marines in a Hound. Let the player decide and not a random dice roll. It only encourages save-scumming and serves little purpose aside from annoying the player.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: FloW on April 12, 2013, 02:25:21 PM
The new mechanics looks good, but being forced to board a random ship? Nonsense. If I want to board a Paragon with nothing more than 4 Marines in a Hound, then I should be given the choice to board that Paragon with 4 marines in a Hound. Let the player decide and not a random dice roll. It only encourages save-scumming and serves little purpose aside from annoying the player.

From the blogpost:
Quote
Once that ship is picked, the winner has these options:

Organize a boarding task force
Select ships that will participate in the boarding action. The ships need to be combat-ready and will lose additional CR. The ship selection determines the maximum number of crew and marines that can be sent in a boarding party, but also exposes these ships to danger if the enemy ship self-destructs.

Order nearby ships to engage
Do not board, shoot the ship down instead. Requires some ready ships, but there’s no risk, though the enemy ship might get away. The AI always picks this option if it’s available. Note that this leaves the player a chance to escape with a single ship, even after a total defeat!

You do have the choice if you want to board or not.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Movementcat on April 12, 2013, 03:30:19 PM
Can you please finally stop working on the Combat System...you said 2 patches ago Combat is very very finished and now we still have no Content to play.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: SmellyDrinks on April 12, 2013, 05:01:08 PM
So my question is why the whole boarding mechanic is not done in combat?

Destroy/disable a ship
 - Choose ship (ships?) to perform boarding action during combat (perhaps a weak assault ship or assault shuttles that excels at boarding but need protecting)
 - The assaulting ship is helpless and needs protecting (perhaps only point defence weapons are active)
 - After a successful or unsuccessful boarding action the two (or more?) ships taking part in the boarding turn and leave the battle but cannot fight due to crew being needed for prise crew/casualties or some such.
 - the player may end up having no choice to destroy his/her own ship if the boarding action is not successful and the enemy then leaves with them. or perhaps letting them leave in the hope they can capture them back soon.

Possibly more ships can be added to the boarding action on the fly if one side or the other is worried they are loosing.

This would open up so many battle options and completely remove all these dice roll options.

Eg. The player can gun directly for the ship he/she wishes to capture but it may require heavy casualties to pull off.

The tactical battle options resulting from such a system are extensive! Thoughts anyone?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 12, 2013, 07:29:26 PM
Ok, time for come-home-drunk-in-the-morning replies, fingers crossed...

How will the mechanics for small skirmishes be affected by this?
It would make for a nice and dramatic effect to have a small fleet move in on travel drive all at once from the map border in a formation of some sort.

Small skirmishes will have the same mechanics as grand battles, with a few differences. There will be no objectives and fleets will start out closer to each other.
You can make all your ships (up to the deployment limit, which should not be reached with a skirmish) deploy at once in a formation, but there will be no automatic deployment since it always cost CR to deploy a ship.


Can you please finally stop working on the Combat System...you said 2 patches ago Combat is very very finished and now we still have no Content to play.

Pure combat is more or less finished, but the way it interacts with the campaign is not. This update is all about that. There is not much sense in adding features to the campaign if they can't interact with the combat system, otherwise you will end up with two separate games.
I'm pretty sure after this patch the development will be focused on fleshing out the campaign.

So my question is why the whole boarding mechanic is not done in combat?

Simply put, because it would just overload the combat with stuff to do/consider/defend against. A capture would have to be very difficult to pull off if it is balanced, and during combat your attention is already spread very thin between piloting your ship and managing your fleet.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Alex on April 12, 2013, 08:14:59 PM
So my question is why the whole boarding mechanic is not done in combat?

Simply put, because it would just overload the combat with stuff to do/consider/defend against. A capture would have to be very difficult to pull off if it is balanced, and during combat your attention is already spread very thin between piloting your ship and managing your fleet.

That's definitely true, but there's also another consideration. I'm having a hard time picturing how it would *actually work* in combat. You could probably do boarding shuttles similarly to how fighters/the command pod work, but doing it that way forces certain design choices onto the boarding mechanics. For example, the part about exposing ships to harm during boarding would be hard to make work with a boarding shuttle approach.

Basically: very low level combat mechanics are tuned to make combat work the way it does. In-combat boarding, which is quite different from normal combat, and has different game design needs, is likely to run into problems. The kind of problems that don't come up when you're just thinking about it - things like relative ship speeds, accelerations, the specifics of how collisions are handled, details of AI behaviors, that type of stuff.

Not to say that it couldn't be done, and it sounds fun to me, too. Just have to draw the line somewhere, and combat is already fleshed out, while the campaign needs a lot of work. So any changes to the combat, I can't justify to myself without them being needed for the campaign - especially something so exploratory and not guaranteed to work out.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: zakastra on April 13, 2013, 12:18:48 AM
Can you please finally stop working on the Combat System...you said 2 patches ago Combat is very very finished and now we still have no Content to play.

Just chiming in to say not everyone feels this way, Love new campaign options don't get me wrong, and hungry for extra content, but I'll not object to additional time spent on extra combat features/polish

Is it not possible to whittle down all the supporting ships surrounding a paragon, if you want to capture it, disengage leaving the paragon mostly intact, then re-engage the paragon? In the second engagement it will be the only ship present and thus capturable. or have I misunderstood the mechanics somewhere along the line
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 13, 2013, 05:09:26 AM
Is it not possible to whittle down all the supporting ships surrounding a paragon, if you want to capture it, disengage leaving the paragon mostly intact, then re-engage the paragon? In the second engagement it will be the only ship present and thus capturable. or have I misunderstood the mechanics somewhere along the line

From what I understand 1 boarding per engagement is the upper limit, 0 is the lower. Having just one opponent does make capturing it a little more likely, but it's still unlikely and the chance to capture anything at all is much lower.


Thinking about it, the somewhat decreased capture chance for a specific ship that a random selection out of a number of capturable ships would mean is another drawback of not having the choice of target. As it is now zakastra's tactic does actually make sense (unless probabilities are calculated in a more complicated way here than I assumed).

Title: Re: Fleet Encounter Mechanics, Part 2
Post by: oranoron on April 13, 2013, 06:41:27 PM
I am glad to see that a person very mindful of balancing is creating the game.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: N1ghteyes on April 15, 2013, 01:26:32 AM
Most of the last two blog posts has sounded pretty spot on and i'm so excited for the next update. As im sure most of us are, the only thing that im a little worried about is the new boarding mechanics. The new mechanics seem to me to be an upgrade to the current system and i've seen enough of this games developement that i just assume it'll work out in the end. I recall boarding being discussed a couple of updates ago and having big opinions on it back then, but this new solution sounds workable.

So i guess what im saying is "great work and sorry i was such a jerk"
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Decer304 on April 15, 2013, 04:05:34 AM
Can you please finally stop working on the Combat System...you said 2 patches ago Combat is very very finished and now we still have no Content to play.

Just chiming in to say not everyone feels this way, Love new campaign options don't get me wrong, and hungry for extra content, but I'll not object to additional time spent on extra combat features/polish

Yeah, you gotta finish the foundation and the fundamentals of the game before you create more content. Its like if you build a building and chuck in all the features but not finish the structure, your building isnt going to stay up for long. Alex is trying to perfect the link between combat and campaign, its like the "glue" of the game. If you slap on more content it wont hold as well as if the glue was improved.

I am very excited for this release. I dont wanna rush you, but any idea on when this build will be released?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Reshy on April 16, 2013, 07:20:30 PM
Why not make the amount of different ships you can board at once a leadership ability?  IE If your leadership is poor it's harder to quickly organize strike teams for more than a single ship.  Note that this ability wouldn't mean you're guaranteed more just that you can get more.




Also Alex just an idea but why not make the chances of a ship being 'board-able' depend on how much damage past being disabled it took?  This means that smaller fleets can board ships more easily than larger fleets because smaller fleets aren't going to deal several thousand more points of damage than the ship needed to take.



Also when a ship is disabled the reactor core explodes, how does it self-destruct twice?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on April 17, 2013, 08:00:37 AM
Also when a ship is disabled the reactor core explodes, how does it self-destruct twice?
I believe the idea was that ships are really durable and designed to take the reactor exploding, but not without loss of life and infrastructure damage. So even though the ship is disabled, there's still plenty of ship left to destroy. So you rig up some explosives and blow the rest of the ship into shrapnel.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 17, 2013, 08:20:32 AM
Where did the idea come from that the explosion is caused by the reactor anyway? I can't remember anything indicating this.

I see the health-bar more like a "probability of critical failure"-bar, where the failure can occur in any part that is capable of explosion. That could be a overloaded flux capacitor, a part of the engine cooling,  an ammo depot, a fuel tank or the reactor (or one of several reactors). Possibly inducing chain reactions.
I'd wager that in any case where it was the reactor that blew, the ship is not captureable or repairable.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: intothewildblueyonder on April 17, 2013, 08:48:04 AM
quick question/comment on balance

How  effective, practical and viable is making a specialized boarding fleet? This is also a question about boardings balance in the grander scheme of things. Consider, if a fleet were made to be exceptionally good at boarding how much time and resources would a player have to devote to making this work. The player would be sacrificing both general-space travel and combat ability in order to gain greater possibility of capture. Additionally, if a capture is successful the fleet would likely (or could be made to) become a more vulnerable target while it gets the captured ship spaceworthy.Perhaps a player would need certain contacts to repair a ship before they can use/sell it.
I would like to see capturing/salvaging as a (niche?) specialization (- which seems like would fit in nicely with the universe lore of everything being in short supply) that would require some player skill to attempt.


 
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Auraknight on April 18, 2013, 05:32:19 PM
I have one question:
In the blog post, during the fleeing phase,
what is to stop us from turning around and trying to fight off the other fleet?
IE: I have just re-spawned in a hound after a crushing loss. a pirate fleet with a hound and a talon fighter chase after me. I want to escape to my storage base to get my reserve ships, and crew, and not waste time here, so I select flee. they decided to chase.
Rather then bother with disengaging damage/further CR costs from fleeing, what if I decide to turn and fight the hound and fighter? any experienced Starsector player could easily win that, provided his luck wasn't horrible/had a weakend ship. What happens if I win? what if I drive the AI to fleeing? is that even possible? if not, wouldn't that mean some fleets would go intoflee mode, just so the AI wouldn't consider fleeing?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: PCCL on April 18, 2013, 05:41:37 PM
Quote
What if the disengaging fleet is huge? Fleets beyond a certain fraction of the battle size can’t attempt to disengage – not maneuverable enough, let’s say – and have to fight. They can then attempt to disengage if they take enough losses.

I would think a hound vs a hound + a wing is too big to retreat
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: naufrago on April 18, 2013, 06:46:03 PM
Quote
What if the disengaging fleet is huge? Fleets beyond a certain fraction of the battle size can’t attempt to disengage – not maneuverable enough, let’s say – and have to fight. They can then attempt to disengage if they take enough losses.

I would think a hound vs a hound + a wing is too big to retreat

That's not really what he's asking. It's more a case of the player choosing to fight rather than flee when he chooses the Escape option. What happens when you win an escape scenario by killing off the enemy ships rather than escape off the top of the map? ...is what I think he's asking.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: PCCL on April 18, 2013, 06:54:10 PM
ya, I think the idea is that fleets big enough to actually win won't be given the option to retreat.

that's just from what I read though. Maybe a nerf to retreating ships might be a good idea.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on April 18, 2013, 07:26:49 PM
I DO don't think it plays out like a normal battle. Is there an imbalance in this otherwise? If you escape or win, either way you'll get away mostly clean.

I guess you may have gamed the system in that they can no longer try and flee right?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on April 19, 2013, 02:23:21 AM
I have one question:
In the blog post, during the fleeing phase,
what is to stop us from turning around and trying to fight off the other fleet?
IE: I have just re-spawned in a hound after a crushing loss. a pirate fleet with a hound and a talon fighter chase after me. I want to escape to my storage base to get my reserve ships, and crew, and not waste time here, so I select flee. they decided to chase.
Rather then bother with disengaging damage/further CR costs from fleeing, what if I decide to turn and fight the hound and fighter? any experienced Starsector player could easily win that, provided his luck wasn't horrible/had a weakend ship. What happens if I win? what if I drive the AI to fleeing? is that even possible? if not, wouldn't that mean some fleets would go intoflee mode, just so the AI wouldn't consider fleeing?

Hi Auraknight :)

There is nothing to stop you from turning around and fighting, if you defeat your enemy will will have won the battle. It is still a unlikely scenario though, for these reasons:

- If you are considerably more powerful then your enemy he will not chase you but disengage, too. They also might just choose "Harry retreat" to weaken your CR
- When choosing to disengage you have to deploy all your vulnerable utility ships and not combat ready ships
- If you win a pursuit scenario as the escapee and some enemy ships escape, you can't pursue them in turn. Also it doesn't give you the usual after combat options to regain CP or get additional loot

So if you have enough combat strength to win, it was a mistake to choose "disengage" in the first place.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Dekeon on April 24, 2013, 12:39:32 PM
I understand the way you want to keep boarding from being an easy way to get new/more ships, and I was just wondering if hull mods/weapons could have an impact on boarding actions difficulty.

Will new hull mods be added to assist with boarding actions? Like assault shuttles for safer(somewhat) long range boarding or armored boarding tubes to punch through the hull for surprise boarding actions when you decide to move in close.

On the flip side, maybe enemy ships having certain hull mods would increase difficulty in boarding. I would imagine having Blast Doors would help resist a boarding action quite a bit. Also, tied in with my weapon idea below having Resistant Flux Conduits would render an Ion Cannon less effective in keeping systems shut down.

Also, could certain weapons being on your ship support your boarding actions? Maybe an Ion Cannon or some other strong EMP weapon keep the enemy ship from activating too many systems/keeping engines shutdown(they can't escape until they self destruct/get boarded/given up on).

These ideas are probably just dreaming on my part, but I think they would be cool.


Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Silver Silence on April 26, 2013, 06:52:13 AM
Will all these CR mechanics cripple any sort of play with one ship? A lot of this stuff seems to be based around a fleet, which so far, I've steered away from because something about my ships makes them incredibly thick headed, thinking they can take on a 5 on 1. Or keeping their shields up until flux is way too high and they can't vent without being crippled, then overload and get crippled anyway. So instead of buying a ship, fitting it, then losing it in the first fight I go into because the actions of my other ships can be summed up with this picture (http://fc06.deviantart.net/fs71/f/2011/023/f/b/die_with_style_by_syrsa-d37ugnc.png), I prefer to just fly one ship by myself because it's practically guaranteed I can fly it better than they can. For example, I don't raise my shields as soon as I see a ship, nor keep them forever raised when fighting. Most of my builds revolve around being flux-stable, or close to flux-stable without shields raised. Only time I raise shields is to take a torpedo hit, or similarly hard hitting attack. No, hellbores do not count as hard hitters and yes, I can fight level 4 fleets with a lone battleship and expect to win. That 0-25% "no flux" speed boost can go a helluva long way to avoiding taking hits. Before, my builds revolved around long range and using augmented engines. Now I can use augmented engines, unstable injectors, an ITU and cruise in battleships that can outpace flux-less Tempests. It's probably something close to broken, but isn't 90% of the fun in a game in finding a way to bend the rules? (No? Well it is for me, so there  :P) Sometimes I fly with fighters alongside my battleship, but only if my ship has at least two flight decks to alleviate fighters derping into combat with battleships. In a roleplay sense, I'd like to think of just the one mercenary captain and the men and women under them, ready to fight under any banner if the pay is good enough.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: JT on April 26, 2013, 08:02:56 PM
I would say from a realism standpoint that yes, your lone wolf battleship will be S.O.L. That role is fulfilled with cruisers in reality, which are designed to be self-sufficient. If you can build up a cruiser similarly, you can probably employ it similarly -- with obvious reduction in the scale of enemy force it can handle. Battleships, however, require escorts and logistics chains.

The rationale behind "the AI sucks, let's not use it" is indicative of a problem -- poor AI -- that needs to be fixed, not indicative of trying to find a way to game the system. Going for a one-solution-fits-all answer undermines the diversity of the game and makes it unenjoyable, which was the whole reason that Alex introduced these mechanics in the first place: spending 30 minutes in a single battle with an overgunned lone wolf frigate is a hallmark of skill, but is also very, very boring. While a kiting battleship at least soaks up more hits and is a little more directly involved in the fight, it's the same problem with relaxed symptoms.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: PCCL on April 26, 2013, 08:32:34 PM
Again, I think some ships should be relatively self sufficient, hopefully via a stat on the csv that can be modded

cruisers are usually more self sufficient than other military ships, I think, in accordance to the real navy, while capital ships are usually living, flying logistical nightmare (think a knight that's invincible in battle but can't really fight without 10 squires and servants behind him)

the exception to that, of course, will be the odyssey, which is said to be a lone-exploration ship by design.

basically what I'm saying is some ships would be relatively immune to the CR business even on solo, such as the odyssey, apogee and venture, while others would need freighters upon freighters of supplies to keep herself going throughout a lengthy campaign
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Sproginator on April 27, 2013, 04:29:18 AM
I'm really not looking forward to CR, it's overly difficult to understand for me. Too much micro management for me. I'm gonna try and mod it out as soon as possible
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: NITROtbomb on April 30, 2013, 07:21:41 AM
its just one of those things you learn then figure that its more or less an enjoyable aspect of the game. for example an RTS game with all the economy and Macro/Micro is hard to learn but the end result is a MASSIVE ARMY!!! so yea learning the hardstuff always has a positive outcome.
 ;D
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: ValkyriaL on April 30, 2013, 07:44:56 AM
I'm really not looking forward to CR, it's overly difficult to understand for me. Too much micro management for me. I'm gonna try and mod it out as soon as possible

sowwy, cant mod out hardcoded vanilla files. ;)
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Sproginator on April 30, 2013, 08:43:07 AM
:(
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on April 30, 2013, 10:42:02 AM
Just try not to think of it as micro? It's just something to be mindful of. Not something you really manage directly.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Sproginator on April 30, 2013, 10:52:47 AM
Just try not to think of it as micro? It's just something to be mindful of. Not something you really manage directly.
Okay*snuffles* I'll....I'll try.... :)
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: JT on May 02, 2013, 04:52:27 AM
To be honest I don't see how it couldn't be modded out. Give all ships a very high base CR, deplete CR at an extremely slow rate, and replenish CR at an extremely fast rate, and you have 100% CR all the time.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Mattk50 on May 15, 2013, 12:20:43 AM
there still needs to be a way to target a ship for boarding. If i really want condor for example, i should be able to designate it somehow during the battle as a target for boarding which would lead to ships not shooting it. Perhaps some sort of specialized weapon that makes a ship vulnerable to boarding post-battle once used. This would require investment and hamper the fleet's pure combat capability in return for targetted boarding ability.
(think: engine webbing torpedos, torpedos that cause a ship to be unable to escape without allowing a boarding attempt first. Must be fired into the engines, one shot per medium hardpoint.)

Boarding feels like a wasted mechanic if its not something i can plan for, if its not something i can utilize as a tool. Simply leaving which ship i get the opportunity to board completely random means that boarding is relegated to a random treat i might get once in awhile.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Sproginator on May 15, 2013, 12:28:50 AM
Agreed, like I wouldn't want to board a fighter without a carrier? Or a frigate when I'm all cruisers, etc
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Gothars on May 15, 2013, 04:40:00 AM
I'd prefer that over pure chance, too. It is under consideration, so there's hope:


I would like to see boardable ships have a battle element. Like say you must induce a flamout and disable a ship without destroying it and then it will be boardable. Or maybe you need special weapons like ion lasers which are extremely weak against shields and armor. I have a feeling this has been discussed but making boarding chances tied to the player sounds more fun.
Hmm. It was discussed before, but the reason I didn't like it is it'd make boarding too strong. However, if boarding is still an expensive, not-automatically-good choice, then that's something worth considering again.
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: icepick37 on May 16, 2013, 12:59:41 PM
Simply leaving which ship i get the opportunity to board completely random means that boarding is relegated to a random treat i might get once in awhile.
I did think that was kind of the point.

Though if there are ships that are only available through capture that would not make sense. What exactly SHOULD the role of boarding be? Random fun treat? It kind of sounds like boarding as strategy was something that Alex wanted open. Maybe this should be a new thread?
Title: Re: Fleet Encounter Mechanics, Part 2
Post by: Cik on May 27, 2013, 02:25:27 PM
implement boarding from sword of the stars please

Spoiler
zuul master race
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