View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0013444 | The Last Federation | Gameplay Idea | Mar 23, 2014 3:39 am | Apr 9, 2014 10:25 am | |
Reporter | zharmad | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.808 | ||||
Summary | 0013444: A list of things for the action phase | ||||
Description | My principal beef with the action phase is that it get stale very quickly. Here are a couple of directions in which to take the phase into polishing. I'm hoping that some of them already are on the list. Burlust duels: - They always come at you in the same ship with the same resistances, and you never have to vary your chosen strategy. - Can we kit out this ship randomly, and decrease its overall hitpoints? Give them varying specials, and varying builds: - - afterburners and short-ranged weapons - - shield-draining (energy) weapons but lower DPS - - Bow-mounted beam cannon, to they have to line you up to fire. - - cheats at low HP and launches laser drones (+leverage if you win) - - No gravity missiles until their OP-ness is fixed, but some of them could use a boatload of long-range missiles. - This could actually be extended towards fleets in general, or at least burlust-like races who actually feel for their rides. I doubt Peltians/Evucks customise their loadout as much as Acutians/Skylaxians. - - Technology depth could then affect the variety of builds that they could mount, more than just buffing numbers. - - Like how shield-penetrating weapons shouldn't be in at the start of the game, but the AI could have them late game. E.g. you are supposed to be able to have several ways to counter missiles so gravity missiles on individual ships won't be a problem late-game. Game AI and game depth: - the starting positions are too fixed (in the sense that they are always randomly in the outer circle particularly when they shouldn't be), and ships largely move around randomly. Convoys aren't dodging to get away from pursuers, pirate bases defenders are scattered aimlessly, etc. - there is generally no coordination, and barely any need to because the fleet composition is barely noticeable in game. - - If you're using parts of the AIWar AI, then I honestly think each flagship you face should just launch half/ALL of its fleet compositions at the start of battle, and let the AI try to sort out imitating actual battle tactics. - - Some proportion of flagships must start alongside the thing they are supposed to be guarding (CONVOYs), or at least start together in some scenarios. The Burlusts are the only pirate ships I've noticed who move in from the outer circle to escort their convoys. - - Asteroid fields would be more fun if the AI could actually use them. This would place more demand for gravity lances. - Consider having some variation in fleet numbers as well as composition. - - Pirate bases: they have only 6 flagships or so every game. Can they have a random number between 6 and... 24? - The hydral techs I'm picking up are too situational to deserve the single slot allocated to, e.g. boarine flagships, compared to the one I'm using. Skylaxians are very limiting with pure operational slots, as it means a less technology to collect and less situations that you can impose on the player. It means you can't impose, e.g., stealth as an heavily favoured choice for a scenario. - Without having slots that I can customise, I can not choose between having many small weapons or fewer large weapons, more weapons or more defense... - - I think the slots on your flagships due to race selection should be expanded. No race should be really stuck with zero options on two categories (one category, okay, but what if I want a certain ship and a certain starting enemy?) - - Giving all flagships a number of slots for auto-firing weapons, instead of limiting it a fixed type on some flagships. Add a number of basic weapons to autofiring slots. I accept that TLF is not that game, but I would like to state the other missing interesting things: - The ships are, so to speak, point-particles. There are no ship turrets with limited arcs. You cannot destroy parts of a ship. No directional shielding or armour. - This removes a large part of piloting, as opposed to positioning. Bullet-hells are all about positioning, and Star Trek is also about piloting. - This also removes a lot of the fun in ship customisation and ship battles. I'm just slapping on some weapon with some special without even knowing what it looks like or where it goes. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 23, 2014 3:39 am | zharmad | New Issue | |
Mar 23, 2014 3:40 am | zharmad | Description Updated | |
Mar 23, 2014 4:23 am | zharmad | Description Updated | |
Apr 9, 2014 10:25 am | Chris_McElligottPark | Internal Weight | => New |
Apr 9, 2014 10:25 am | Chris_McElligottPark | Note Added: 0035654 | |
Apr 9, 2014 10:25 am | Chris_McElligottPark | Status | new => resolved |
Apr 9, 2014 10:25 am | Chris_McElligottPark | Resolution | open => fixed |
Apr 9, 2014 10:25 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |