Hoodie
10-04-2013, 02:31
Lets be honest here kids, this battle system is broken, and the old one was too.
The current system has game breaking bugs but I'm not going to bring that up at this time. Essentially the current battle system relies far more heavily on who can load their screen to fire the fastest. This is a horrible basis for a game, especially an mmorpg.
What I propose is we create a hybrid between the current system and the old final fantasy turn based battle system.
Situation 1- A fleet ambushes another fleet.
Defensive fire upon entry will be normal. However, the fleet that is defending and the fleet that is attacking now get two choices, "run or fight". A roll of the dice (internal script) will decide if a fleet that chooses to run can run away successfully. If a fleet is not successful in running, they will receive a penalty of some sort. Maybe a free attack against them if they fail to run away? Perhaps it should be slightly easier for the people that initiated the assault to run away.
System blockade- It would still affect flight range and have a new but similar function. Perhaps it would make it harder to run away, or you'd take some damage while running.
Situation 2- A siege
What I am suggesting would allow hundreds of slots to fight each other at the same time. A team of players could enter at the same time. That way several hundred slots could engage an enemy fleet at the same time, resulting in an epic battle instead of the same tedious crap we've all grown accustomed to. Lets say the team that is assaulting an enemy fort brings 400 slots. Upon entry they would take entry damage on all 400 slots of ships or perhaps only on the ships that are outside of hangers. (How the damage is distributed would need to be discussed during development PUBLICLY) [How carriers would work needs to be discussed too, so they're not useless. Especially when concerning system blockade...] Then the team that is assaulting the fort would all take aim on their targets, and fire. [I would suggest that carriers should be able to dump their contents and do one other action as part of their turn.] Then the assault team would take defensive fire. At that point, the people defending could have their turn to fire back. [They'd have a specified time limit to do this, otherwise they'd either lose their turn, or the computer could do it for them.] When a team is firing, they could have options for groups of ships within their main fleet. That way they could withdraw their carriers while attacking with other ships.
I shall explain the defensive fire a little better here. After person 1 on the assault team makes his move, defensive fire will hit him. Then the second person on the assault team will fire, and so on... [This can be reworked a bit]
After reading some other ideas, I will revise this. Keep in mind, this idea is preliminary only.
The current system has game breaking bugs but I'm not going to bring that up at this time. Essentially the current battle system relies far more heavily on who can load their screen to fire the fastest. This is a horrible basis for a game, especially an mmorpg.
What I propose is we create a hybrid between the current system and the old final fantasy turn based battle system.
Situation 1- A fleet ambushes another fleet.
Defensive fire upon entry will be normal. However, the fleet that is defending and the fleet that is attacking now get two choices, "run or fight". A roll of the dice (internal script) will decide if a fleet that chooses to run can run away successfully. If a fleet is not successful in running, they will receive a penalty of some sort. Maybe a free attack against them if they fail to run away? Perhaps it should be slightly easier for the people that initiated the assault to run away.
System blockade- It would still affect flight range and have a new but similar function. Perhaps it would make it harder to run away, or you'd take some damage while running.
Situation 2- A siege
What I am suggesting would allow hundreds of slots to fight each other at the same time. A team of players could enter at the same time. That way several hundred slots could engage an enemy fleet at the same time, resulting in an epic battle instead of the same tedious crap we've all grown accustomed to. Lets say the team that is assaulting an enemy fort brings 400 slots. Upon entry they would take entry damage on all 400 slots of ships or perhaps only on the ships that are outside of hangers. (How the damage is distributed would need to be discussed during development PUBLICLY) [How carriers would work needs to be discussed too, so they're not useless. Especially when concerning system blockade...] Then the team that is assaulting the fort would all take aim on their targets, and fire. [I would suggest that carriers should be able to dump their contents and do one other action as part of their turn.] Then the assault team would take defensive fire. At that point, the people defending could have their turn to fire back. [They'd have a specified time limit to do this, otherwise they'd either lose their turn, or the computer could do it for them.] When a team is firing, they could have options for groups of ships within their main fleet. That way they could withdraw their carriers while attacking with other ships.
I shall explain the defensive fire a little better here. After person 1 on the assault team makes his move, defensive fire will hit him. Then the second person on the assault team will fire, and so on... [This can be reworked a bit]
After reading some other ideas, I will revise this. Keep in mind, this idea is preliminary only.