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Author Topic: Make combat moddable and not hardcoded.  (Read 1082 times)

Maelstrom

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Make combat moddable and not hardcoded.
« on: May 03, 2022, 12:55:00 AM »

Hi Alex, had a convo with mesotronik and we were talking about larger asteroids in combat situations or even a new system where if you attack a fleet from the right you should spawn on the left side of the map according to what direction you are attacking the enemy and they would deploy on the side relative to your fleet when the encounter was made...

 Stuff like this would be really fun to implement as mods and right now everything is hard coded which is really sad since it means we cannot make more amazing mods for the game :V
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LordBlade

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Re: Make combat moddable and not hardcoded.
« Reply #1 on: May 03, 2022, 01:53:50 PM »

I know that you can get negative effects like "corona" if you're fighting near a star.
I do like the idea of having a lot more asteroids (and they should have large ones) if you're fighting in an asteroid field.


The side thing, I don't think matters. I mean, whatever side you're attacking from, having you at the bottom of the screen work as you're going "forward".
However I do think that fleet positions would make sense. So if you chase a fleet, you should be "behind" them, with all their ships facing away from you and needing to turn around to fight (or keep running).
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Maelstrom

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Re: Make combat moddable and not hardcoded.
« Reply #2 on: May 03, 2022, 08:22:15 PM »

I think that fleet positioning is just an option we would have as mod makers to create stuff like that, it wouldn't have to be vanilla but there are just all sorts of things that could really make combat more interesting than it currently is, and its already very interesting.

Just food for thought.
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LordBlade

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Re: Make combat moddable and not hardcoded.
« Reply #3 on: May 04, 2022, 04:47:50 PM »

I would say perhaps having a "fleet setup" at the start of a battle. Where you choose where on the starting lineup each of your ships is. So you could put a large ship in the middle and smaller ships on the sides or whatever. Basically a tactically setup phase before the fight starts.


Then you could have modifiers to that. So if you ambush the enemy, they don't get their own setup phase, their ships just get randomly assigned.
Or you get to start off closer to them (so less distance to start). Or you could be given space on the sides, so you could set up a flanking attack. Stuff like that.
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Drazan

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Re: Make combat moddable and not hardcoded.
« Reply #4 on: May 05, 2022, 09:11:42 AM »

Fleet setup should be a thing in vanilla. Its just so annoying that myships get assigned to a place semi randomly and when a igroup them via escort command they start bumping into each other.
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Linnis

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Re: Make combat moddable and not hardcoded.
« Reply #5 on: May 05, 2022, 12:18:07 PM »

Fleet setup should be a thing in vanilla. Its just so annoying that myships get assigned to a place semi randomly and when a igroup them via escort command they start bumping into each other.

Think that's because the audience with low spec computers we are catering to can't have big battles. When people with better computers try to have more larger battles alot of problems occurs.
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Drazan

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Re: Make combat moddable and not hardcoded.
« Reply #6 on: May 06, 2022, 02:14:41 AM »

Even in small battles its a problem, even in minimal battle size. And fleet setup would not make the game harder to run.
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JasonArgo

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Re: Make combat moddable and not hardcoded.
« Reply #7 on: May 06, 2022, 11:36:52 AM »

Custom positioning would be nice.
And i was dreamed about hullmod with you can choose place where ship will be deployed in battle like in Starwars.
Ship with hullmod waits out of battle already costs in DP and reveals when and where player choose after few, maybe 10 or random litte bit, seconds.
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Satirical

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Re: Make combat moddable and not hardcoded.
« Reply #8 on: May 06, 2022, 02:10:21 PM »

yeah would be epic to have a deployment phase where u set up ur ships like in total war
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Maelstrom

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Re: Make combat moddable and not hardcoded.
« Reply #9 on: May 09, 2022, 04:10:24 AM »

the main idea is to simply allow more things like that to become a reality. Having a lot of hardcoded stuff really prevents a lot of things from becoming a thing in combat sadly
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Histidine

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Re: Make combat moddable and not hardcoded.
« Reply #10 on: May 09, 2022, 04:40:57 AM »

If you have a specific idea you want to implement, ask for the API methods you need. "Combat not hardcoded" is an extremely unactionable request.
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Amazigh

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Re: Make combat moddable and not hardcoded.
« Reply #11 on: May 10, 2022, 12:10:07 AM »

... a new system where if you attack a fleet from the right you should spawn on the left side of the map according to what direction you are attacking the enemy and they would deploy on the side relative to your fleet when the encounter was made...
iirc something along these lines was proposed some time in the past, and the eventual response was that it wouldn't really add anything beneficial to the combat experience.

Combat is "upwards" facing for a reason, it makes it easy to orient that you are always going "forwards" towards the enemy.
A way to consider it is that "up" is not north, "up" is instead towards the enemy fleet, and the battle map is pre-rotated to take this into account so you always have a nice upwards combat orientation, rather than at some random angle.

And i think the whole idea of being able to "flank" an enemy and attack their fleet from the side doesn't make much sense, with the time it takes to get into shooting range after a battle starts, even if you had something as sluggish as a paragon, you'd be able to turn to face the enemy long before they get into range, making the "advantage" of flanking a moot point.
It would only really start to make any sense if you are engaging with an already occuring battle. Which is the one instance where I could see being able to deploy from the sides be an actual interesting (and logical) addition to gameplay.
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