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Combat System/2.0 Parameters
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Rupsie
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PostPosted: Tue Aug 29, 2006 09:47    Post subject: Reply with quote

it was something like a quote from your message. i just made some changes and i did't know is someone els mentionned my idea with the escape pods.

about your idea:

it is more tacticly to have those escape ships already in the battle so you can do more damage is less time.

my version is to make a new row of components:

like H1 = E1 escape ship 1
h2 = E2 escape ship 2
etc..

you build them in your factorys and you equip your ships with it just like normal lasers and torps.

they will fight when the ship is destroyed. some of them will be destroyed the computer calculates. that is somewhere between 20% and 60.
after the battle they dissapear.
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arcanis
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PostPosted: Wed Aug 30, 2006 05:40    Post subject: Reply with quote

Taking out some systems like the torpedoes weapon systemshould have like a 40% chance of exploding because they for example are loaded with torpedoes wich will detonate,or having energy-producing parts that can overload or something.You could also install systems in your H5-H12 ships that can edject damaged compartments because they could explode or are still taking of energy from the ship or have become a burden.They can be rebuild on planets later...

Also some ships may not be entirely destroyed...the energy systems might have just been hit and are beyond repair...or the engines are down or something...In those cases the crew might also decide to abandon ship but it can be salvaged later if you win the battle...

Just some thoughts Idea
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Claudio
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PostPosted: Tue Sep 05, 2006 05:28    Post subject: Reply with quote

Hi, I'm back Wink I have thought a litle about all the ideas and now have time give some ideas back.

Maelstroem wrote:
Fighters (H1-H4):
Lasers: Torpedo interception weapons, have fast enough tracking to destroy incoming torps.
Torpedos: Enemy electromagnetic weapon disabling. Can disable weapon systems, perferably of large ships.
Shields: As it is today: can withstand one very large laser/torpedo impact before breaking down ("Shield ships").


against which Torp-class is the Fighter-Laser effective? Frigates or Warships?
example: Non-Pro vs. Pro; 100 H4 + 20H5 vs. 5 H10

you wanted the Fighter effective against warhsips, so the player (Non-PRO) sets the attack-prio to the warships - let's guess so - but the opponent (PRO) sets the attack-prio of his warship, but against the frigates, so the H4 would nearly be useless?

Or do the Fighters intercept every torp, not only those who have a lock-on on the Fighters?

Quote:
Fregates(H5-H8 ):
Torpedos: Smart cluster torpedos effective in tracking and hitting groups of small fighters (good idea, claudio). Cluster torps are "so many" that they cannot be easily destroyed by the fighter laser systems.
Lasers: ? (still open) (should have a bonus on fighters?)
Shields: ? (still open) (should be resistant to emp attacks?)


I would just explain it with the size of the vessels/modules: the L7-L10/T7-T10 are smaller modules and have therefore a better target engaging, so they have a higher chance to hit the target(small vessels). L11,L12/T11,T12 in the same way a "bigger" guns and can't shot that precisely, so the small vessel class can easily dodge the laser beam.

Why should the shields be resistant against emp attacks? I thought, the warships are using some kind of emp attacks and they should be effective against the frigates! (?)

Quote:
Warships(H9-H12):
Torpedos: Area of Effect Torpedos effective on fregate-class warships (why?)
Lasers: Laser Coupling to build "single powerful siege laser" which constructs a "standing" beam with lots of destructive power (especially against fregate class, whose shield systems can not compensate).
Shields: Special Bonus for "energetic attacks" , siege lasers are less effective and can be partially absorbed and flow back into ships energy systems.


torps: the torps effects a certain area, small vessels can while awaiting the impact easily flee, fregates as they are bigger cannot, so they just try to dodge but are hit.

We're just talking about the some special abilities of the ship-classes, but how they fight, when the face their own class?

Also, you mentioned in the german-Thread in kosmor.de, you want to invent a three-dimensional battlefield? How do you want to implement that? I'm scared ( Wink ) of the cpu-power you will need to handle that. Also, bout the time it takes, if I want to place my ships in formations on a 3D-field in the Kosmor-Menu???

I would just stay to a 2D-battlefield, so it doesn't get to complex and also the cpu-power to calculate the simulatenous movements and combined fire etc.....

Just my thoughts, but if you have enough money just go ahead Smile

Maelstroem, can you give as a update what of the improvments and suggestions that are already made you want to put in your frame and which are temporarliy out of reach? Because there is so many ideas in the german forum, that don't really fit to the original idea, IMHO. And if you can give us this new piece of code, we can discuss on problems that may arise then.

Have a nice vaccation!
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Tumor
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PostPosted: Sun Sep 24, 2006 10:35    Post subject: Reply with quote

I have just gone through all the articles and have to say that I am really impressed by all the ideas (some are genius ones!)

But overall you should keep the game itself still simple.
I personally dont want to spend hours just to decide which ship to build and what to equip with.

The idea of ship classes pros and contras is good and I support that!
But a lot of the other ideas come along with major impacts on the players.

Of course Kosmor is NOT simulating real combat situations.
These are simply to complex to deal with.

What I suggest is the following:

-taking hull damage (self repairing > 10% per round) > after winnig a battle you have to rest instead of just going into another battle with your remaining ships which are ALL 100%
-small ships do have more chances to attack and destroy bigger ships
-middle classes can hunt down smaller ships but are vulnerable to Warships
(these 2 points have been posted before, just wanted to repeat them)
-increase planet defense systems by being able to build them (money and parts) > so a single WP with ONE H4 cant take it that easily anymore
-the idea of federations with mapsharing and planet exchanges is brillant.
but there should be no "reporting line" > no leader, no subord's
-diplomacy screen: you get a new screen (in Warplanet) in which you can manage your diplomacy with other houses (as leader of a house only): NAT, alliances, wars and can announce statements to your partners.
It may be linked with a special section in the forum of each house as these are official communications.
I do like the idea as I am now struggling a bit with the "manual" process.
(e.g. peace negotiations, asking for help, aso)
-......

Thats it, hope its not all nonsens.

Cheers
T
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stickey
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PostPosted: Tue Nov 07, 2006 19:22    Post subject: Reply with quote

i know this thread is a "little" old

i think that the H12 if/when created should be a carrier which can fly free of the WP so as to allow you to perform pincer movements, scouting missions, ect. so as you could be able to take on a hit and run opponent with out it being the first to have there jumpdrive recharge. the carrier should move about as fast as the WP or a little faster have fewer weapons and be able to carry H5's and smaller.

Also i think a ship with some sort of gravitronics might be a good adition eventually.
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Shadowmaster
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PostPosted: Tue Nov 07, 2006 20:18    Post subject: Reply with quote

alot of us have agree'd with similar suggestions...
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Carboneater
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PostPosted: Wed Nov 08, 2006 11:36    Post subject: Reply with quote

every one agreed on ideas like it.

now do we have some kind of specialist to tell us what's possible to do?
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stickey
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PostPosted: Wed Nov 08, 2006 22:49    Post subject: Reply with quote

after further thought
(i know that you have had similar ideas i just didn't see it clearly stated)


i also think that the names of ships should (if H12c is added) be bumped up a lvl so Frigate would be H6, Hvy Frigate H7, ect. and H5 be renamed Corvet

and they be effective as this role
H1-4 Fighters
H5-7,12 CapitalShip
H8-11 Super CapitalShip

and as i stated i know this is probably your ideas
i just didnt see them clearly stated
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Carboneater
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PostPosted: Fri Nov 10, 2006 21:14    Post subject: Reply with quote

stickey wrote:

and they be effective as this role
H1-4 Fighters
H5-7,12 CapitalShip
H8-11 Super CapitalShip

just a question, why would the H12c be in the category of Capital ships (also known as Frigates in the previous posts)?
The H12c, being bigger than the H11, would be automatically placed in the Super capital ships (warships ), because the main characteristic of the Warships is that they are real heavy, so they don't move much in a fight. The H11 is already a giant ship. The H12 is a subWP. The biggest ship ever built, in exception of the WPs.
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stickey
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PostPosted: Fri Nov 10, 2006 22:44    Post subject: Reply with quote

i ment in their effective range
i carrier does not need to be effective against capital ships because it has figters
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Lordling
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PostPosted: Sat Nov 11, 2006 00:04    Post subject: Reply with quote

carboneater wrote:

just a question, why would the H12c be in the category of Capital ships (also known as Frigates in the previous posts)?
The H12c, being bigger than the H11, would be automatically placed in the Super capital ships (warships ), because the main characteristic of the Warships is that they are real heavy, so they don't move much in a fight. The H11 is already a giant ship. The H12 is a subWP. The biggest ship ever built, in exception of the WPs.


H11 or H12/c are just letters and a numbers. I personally don't believe that the carrier should be larger (logically & technically) than a base-star class vessel (Leviathan). Ideally, the carrier, whatever the designation turns out to be, should be categorized as a Super-Capital class ship, between the Goliath and the Leviathan, but with a range of, say, 120 to 140 LY or so.
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Carboneater
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PostPosted: Sat Nov 11, 2006 10:47    Post subject: Reply with quote

Lordling wrote:
H11 or H12/c are just letters and a numbers. I personally don't believe that the carrier should be larger (logically & technically) than a base-star class vessel (Leviathan). Ideally, the carrier, whatever the designation turns out to be, should be categorized as a Super-Capital class ship, between the Goliath and the Leviathan, but with a range of, say, 120 to 140 LY or so.


well, the carrier must have 3 things to survive in space:
1: stronger drives (a kind of D13 or D14) (and in great quantity)
2: stronger shields (like S13 or S14)
3: a great gravitationnal field, to keep ships near while travelling

and also, does it has a big explosive charge in its inside, so when the ennemy destroyed the whole fleet, the carrier self-destructs itself, to destroy a part of the remaining ennemy fleet?

and to ad to that point how about the combat-broken parts? so the self-destruct system may become inactive if the cotnrol system is destroyed, or it may explode if the container is weakened. Same for the drives or shields, or weapons of every ships: a broken part can harm greatly the ship, and maybe some in the near area. (area-effects weapons would then be part of the game in here.)
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Tumor
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PostPosted: Sun Nov 12, 2006 06:39    Post subject: Reply with quote

a quick note:
Forget the self-destruction things....

Be realistic - in past and modern warfare there is no standard-self-destruction-device.

There have been examples of German U-Boats where the skipper destroyed it after abandoned it with the crew - by simply flooding it.

But if you look on modern warships there is no such thing.
Just think of the risk you put your crew in.
Do you want to sail on a swimming explosive devise?
It needs just one idiot to blow everything up...

C'mon, think realistic.

Cheers,
T
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Black-Skull
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PostPosted: Sun Nov 12, 2006 07:02    Post subject: Reply with quote

@Carboneater

No - Do you make the carrier to strong. It have reasons why the existings Leviathans have maximal only 40 LY range !

In my opinion should a carrier only be armed with two small Tech-7-shilds and a few small weapons. The Protection of this expensive ship i would make possible throught a editable KK during 1 and 3000 KK. The player can so placed this carrier in his fleet on a place, where he believes that the carrier are save.

Don't forget : We need a Pro-User-Carrier to give the small ships of a NPU-servant the range of the goliath of his boss,

...and not a ship which can act besides how a long-rang-leviathan, can shoot down weaker WPs without one ship on bord, or can destroy a part of a enemy fleet as a kamikazebomb.

Regards
Black Skull
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Carboneater
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PostPosted: Sun Nov 12, 2006 10:10    Post subject: Reply with quote

Well, BS and Tumor you were right, I was too asleep to think normally,

same as the levi, the carrier can't have too strong drives. I just proposed D13 and D14 as "special drives" but I forgot to explain... I thought they might be something like D6 or D7 with a jump (a bit bigger(like 100LY)), but to recharge the jump, you must land on a friend planet (and maybe do some other things, it's just an idea...)
But a combination of multiples D5 or D6 or D7 , I'd say over 30, and even 40(must be able to haul many ships, such as levis in open-space travel) would also be a good idea.

for the self-destruct system, the idea has been proposed, then rejected, so, except in case of major population act, it's over for this. But I had this idea while I was thinking to all what's has been done since the beginning of this topic, and in this there was "broken components" and "area-effect weapons" those weren't much developped. I tried a new concept to include them. So the self-destruct isn't good for it. then the two others would still be great. Imagine, a H4 has a broken laser, so it explodes(or anything else) and a drive is altered in its configuration, when the pilot tries to move, the drive doesn't work. then it's only preestablished strategy: does the pilot shuts all systems to look like destroyed? does he fights until the end? is there a rescue deployement? that would help strategy in fights, and then, the combats will become even more unpredictable.
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