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Breaking the Cycle: The Dichotomy of Damage and Healing

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  • sgtstarfallsgtstarfall Member Posts: 205 Arc User
    edited October 2013
    Different defeat conditions sound good to me. Heres some idea how it could work.

    Cap all powers at a maximum point to a certain degree. Lets say you have 4 variables
    1st: dmg outpout 100 of max possible
    2nd: hull/shields 75 of max possible
    3rd: sci powers/heals/30 of max possible
    4th: eng heals/buffs 50 of max possible

    lets assume 100 is the highest in each category
    so out of max 400 points you use 255
    that leaves a gap of 145 wich could go into another 2 categories

    I'm not following here... Why do we have these 4 powers again?
    1st diplomatic reasoning -> allows for a certain chance for the target to surrender completly or gets a certain ammount of crew to mutiny against the captain so that systems dont work properly and either cease to function or increase cooldowntimes. with a chance to render the vessel harmless.

    I think this option would be rather awkward in some of the story line missions, though I won't deny that some missions definitely need more "diplomacy" options.

    However, when you're going into an STF mission or even some storyline stuff with the intention of killing every last enemy alive, this system would be counter-intuitive and won't make much sense. I am assuming that you want to implement this as a system.
    2nd: Shutting down the enemy: works similar but works on a technical level, meaning energy output can drop or shutdown systems completly, lowering defenses or maki the ship self destruct or manouver irraticly
    This already exists. Damage output, shield regeneration, ship turn rate/speed, and science ability effectiveness are all determined by your ship's power level system. This is why many science vessels have "drain builds" - they hope to drop your shields and engines power to 0 and your ship is practically defenseless to the onslaught of torpedoes and cannon fire.
    Also involves boarding parties and thereby has the chance to capture the enemy vessel, npcs become npc allies, pvp players switch team while retaining their own scoreboard but add to the other team.

    Enemyships defeated either way should count in points as their hull and shieldpoints combined.
    Partly disabled ships should give the player points much like a dmg overtime effect.

    This would allow to level the playing field a bit.

    Maybe the 4 categories can still provide benefits when someone goes over the cap but it would mean lower probability for capturing or shutting down the enemy especialy when the dmg category it massivly overcapped.

    I believe that I mentioned the Boarding Party takeover once in a different thread...or maybe here once too. I agree with the first part for PvE - the captured enemy vessel will follow your ship and fight alongside you. Don't forget that you also have to look out for it too, as it is still subject to the same crew system.

    However I disagree with the PvP part - the player should not be switched over to the enemy team. Rather instead, they are "defeated" while an NPC version of their ship takes place of theirs. The NPC version will proceed to attack the respective friendly team. There are simply too many loopholes and trolling issues if players were allowed to be "captured" and help the other team. ;)
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