What does the "lock" check box do?
Makes it so that you can't change the skills. Basically, so that an accidental left (or right) click on the bar doesn't bring up a skill selection dropdown. Well, drop *up*, but, you know.
I see! And, how does this dropdown work? You just choose which of your abilities are presented in the ten quick-slots? Or can you configure multiple quick slots and change between them, depending on the situation?
Mh, how many abilities (magnitude) do you expect to end up in the game anyway?
Will they be primarily unlocked via the skill tree? I could also imagine items or special ships to enable certain abilities, e.g. you'd need tankers to lay down an Infernium screen.
Thanks again for answering our questions, btw.
red alert is cool.
The issue is, how do you prevent it from being activated when the encounter is inevitable, thus removing the the risk of a "misfire"? There's pretty much always a half a second or so when you know it's going to happen.
While red alert does sound good, a red alert a la Star Trek
should occur before
every battle and thus doesn't make much sense as an ability.
But if you imagine it as extensive battle preparations of a big fleet, I could imagine it to go like this: You anticipate an enemy and order battle preparations. Your burn speed drops by half, your sensor range decreases and your sensor profile increases while preparations are under way. After that period (half a day?) your speed is slightly increased and your CR significantly. So is your supply usage, though. After some time the effect ends and you get a CR penalty.
My concern with something like that would be, how do you prevent it from being "defeat any fleet without fighting if you have the money"? Hmm. Limiting where they're useful might help, as might a lengthy cooldown...
The normal game design way of approaching this would be to limit the ability, so that you you can only have one minefield at any time, and/or it would only stay active for a short duration. I'm not a friend of that solution though, especially when it stands in conflict with the established lore/mechanics of the gameworld. (I have seen too many games littered with ancient traps or mines or whatever, only to tell you that
your traps somehow evaporated while you looked in the other direction for a moment.)
I'd much rather see cool in-world solutions. Mhh.
-A minefield could lead to an investigation (like a food glut/comm sniffer detection) if found by local authority, endangering you reputation.
-As suggested, mines should only be potent in limited situations and when tactically positioned.
-Maybe they would lose effectiveness over time (but please not completely), due micrometeorite impacts and so on, unless regular maintenance occurred. Which would stop you from filling some remote system up with mines.
- Mines should probably be inactive while you're very close, so you can't hide/play cat and mouse with the help of your own minefield.
- Maaaybe you could require the player to buy mines in markets and thus limit their availability.
I like Wyvern's idea to treat them as combat condition modifiers, too. Then again, maybe that could be better implemented with something like static weapon platforms.