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Suggestions / Re: [wall of text] A proposal for ambush mechanics
« on: June 06, 2023, 09:41:13 AM »
I really like the concept of ambushes, and agree that there is a missing element on the campaign layer in that regard.
I feel like the details of the OP are a bit too complicated though, and possibly also abusable.
Assuming this would be a symmetric mechanic (the AI can also ambush the player), I think more thought needs to be put into making both sides of the fight interesting. That's my biggest issue with the retreat mechanics right now as well, they are just not fun. In particular, I don't like the idea of the ambusher getting to divide the enemy fleet. I think that is both complicated UI wise and potentially unbalanced. Having the AI divide up your fleet when you get ambushed sounds like recipe for frustration.
My suggestion would be to get rid of the 'dividing up the fleets portions'. I think you can achieve a similar result without doing that. Instead, just significantly reduced battle size and add restrictions to the defenders reinforcement ability in some way, for instance, a timer between reinforcements, limited reinforcement DP, or even completely prevent reinforcements and the defender is unable to retreat for a period of time etc.
The important part is that if the player is getting ambushed, it becomes 'try and survive in a not horribly unbalanced situation' (which sounds like it could be fun) rather than a 'the AI picks your weaker ships to ambush and you lose a bunch of ships', which sounds frustrating.
Maybe if the ambusher wins the initial battle, then there can be another phase where they can select a few targets to pursue or something (sounds like a nice way to hunt big bounties or soften up a fleet).
I feel like the details of the OP are a bit too complicated though, and possibly also abusable.
Assuming this would be a symmetric mechanic (the AI can also ambush the player), I think more thought needs to be put into making both sides of the fight interesting. That's my biggest issue with the retreat mechanics right now as well, they are just not fun. In particular, I don't like the idea of the ambusher getting to divide the enemy fleet. I think that is both complicated UI wise and potentially unbalanced. Having the AI divide up your fleet when you get ambushed sounds like recipe for frustration.
My suggestion would be to get rid of the 'dividing up the fleets portions'. I think you can achieve a similar result without doing that. Instead, just significantly reduced battle size and add restrictions to the defenders reinforcement ability in some way, for instance, a timer between reinforcements, limited reinforcement DP, or even completely prevent reinforcements and the defender is unable to retreat for a period of time etc.
The important part is that if the player is getting ambushed, it becomes 'try and survive in a not horribly unbalanced situation' (which sounds like it could be fun) rather than a 'the AI picks your weaker ships to ambush and you lose a bunch of ships', which sounds frustrating.
Maybe if the ambusher wins the initial battle, then there can be another phase where they can select a few targets to pursue or something (sounds like a nice way to hunt big bounties or soften up a fleet).