Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm going to skip the pleasantries and get to the belly of the beast here for sake of thread cohesion.

Combat - general
More EXPLAINED skills. Tell us the exact damage modifier or how much DPS we get if we spec into certain weapons. Give us access to data that would help us theorycraft on skills and understand more deeply how they work. Otherwise we are shooting darts in the dark hoping the skills we pick will be useful.

Combat - Space
Space(bar) combat is pretty solid and fun so far but we need some form of auto fire. Just setting things to fire though takes all the thinking out of the game. Much like the power to shield macros you have included in the game I think our weapons should work like those. Arrays take one space bar and fire for ten seconds, over and over then we have to hit it again. Beam banks 7 seconds. Cannons 5. Turrets are auto fire because they are mainly automated anyways and don't do that much damage compared to our other weapons. Once the command to fire them is up, we hit fire again. This gives us time to micro manage our other abilities in space.

Combat - Ground (oh boy)
Problem: NPCs are dumb. Your away team has the smarts of a tribble that's spent it's life as a hackie sack. While enemy mobs have the smarts to avoid your grenades and run from plasma fire, your away team will stand there in fire aiming their weapon seemingly unaware that their flesh is burning off the bone.

Problem: Shield regen leads to the only tactic being stand there and fire. I've gotten though almost every ground encounter so far by just spamming the fire button while standing still. Mainly because aggro in this game seems...random. My entire team has split beams and we tend to just aoe down anything in our sight. If I do get hit it's nothing serious because in 3 seconds my shield will be to full instantly.

Problem: Lack of skills making the combat interesting. Everything seems to revolve around kits, giving you one, maybe two new abilities that you use rarely because standing and firing does the job just fine.

Ok, so how can we fix this and make ground combat more entertaining? First off add a group member toggle. A button you can use to tab though which of your away team you are controlling. This solves almost ALL durrrhurr npc moments and adds a new dynamic into the game, and excellent element of control over your team. This raises a new problem that if you have one of each "class" in your team there is no real point in who you choose as your main.

This is where we solve the lack of skills. Your main has main class specific skills to help with combat.
Examples:
Tac
Grapple. You grab your target, holding him still for 4 seconds and increasing a chance to expose weakness on him by 50%. While holding him yo uare unable to perform other actions without breaking the grapple.

Disarm. You lunge at the target knocking the weapon from their hand, disabling the use of it for 3 seconds.

Guile of command. increases your health by 50% for 10 seconds.

Sci
blinding hypospray. You decrease your targets accuracy by 50% for 5 seconds. Each second that passes restores 10% of their accuracy.

DNA resequence. Your friendly target's dps increases by 5% for 10 seconds and gains a 3% damage reduction to energy weapons.

Eng
Shield link. Links you with your friendly target, splitting incoming damage between your shields for 15 seconds or until shields are depleted.

Site to site transport. Beams the eng 20 yards forward in his facing direction.

Next up, shield regen and how we fix it. Half the amount of shields we get and make them regen constantly at a slow rate. A tiny bit faster if we are not taking damage but not just BOOM full shields. Then add line of sight objects for us to duck behind during battles. Adding almost a "gears of war" system to combat which forces us to take tactile positions during combat to minimize damage done to us.

I think these would go a long way into making ground combat as fun as it's Space(bar) counterpart.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-24-2010, 11:32 AM
Bump for bump sake before I let this die.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-24-2010, 11:39 AM
Since your entire post is based on the premise that directly controlling 5 members of my team would be fun, and I don't think that controlling 5 members of my team directly would be even remotely fun in the loosest sense of the word fun, I'm going to have to vote no here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-24-2010, 11:42 AM
Quote:
Originally Posted by NinetyNine
Since your entire post is based on the premise that directly controlling 5 members of my team would be fun, and I don't think that controlling 5 members of my team directly would be even remotely fun in the loosest sense of the word fun, I'm going to have to vote no here.
You wouldn't HAVE to control them. If you stuck with just the leader of the away team the game would continue to play as it does basically now. The switching of control would be a way of solving the problems with AI in the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-24-2010, 11:44 AM
Quote:
Originally Posted by Sparquis
You wouldn't HAVE to control them. If you stuck with just the leader of the away team the game would continue to play as it does basically now. The switching of control would be a way of solving the problems with AI in the game.
I'd rather they spend some time tweaking what's otherwise a pretty decent AI system they have here than spend time making all my team controllable, so I'm still voting no, but now it's due to a finite resources reason.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-24-2010, 12:07 PM
sorry have to vote no aswell

no to your autofire = 10 / 7 seconds wish
complete autofire for all beams / cannons and turrets please.

there are still other things to improve in spacecombat to make it more fun, harder difficulty and not every weapon / ship should fire exactly 10km, that only leads to alpha strikes no matter how much you nerf the damage.... more or less chance to miss the further away the target is...
failing sub-systems when your ship is damaged...
cruisers should be able to target multiple smaller ships with their fore and aft beams while escorts could maybe be more fun if you could AIM with those front cannons like in a shooter (make it a real diffrence in gameplay, not only in moovement)
Turrets could shoot at the nearest enemy / shoot down torpedos... so everybody would want at least one etc. etc.

the Space Battles ARE FUN, but very primitive if you take away the Skills there is almost nothing left.

and NO i dont want to control my away team directly, they should just be more intelligent, it is not to much to ask for A.I. improvements WHERE NEEDED (Pathfinding would need improvement for example)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-24-2010, 11:49 AM
Quote:
Originally Posted by Sparquis
Tell us the exact damage modifier or how much DPS we get if we spec into certain weapons. Give us access to data that would help us theorycraft on skills and understand more deeply how they work. Otherwise we are shooting darts in the dark hoping the skills we pick will be useful.
Personally, I'd like to play an MMO that never showed you any nubers except where it makes sense realistically. How much "damage" does a pistol do in real life? How much health do you have in real life? What is your real life Charisma or Endurance rating? What is the value of your car driving skill?

Obviously a game has to work with numbers because it's a piece of software. I just wish someone would come up with a game that didn't expose these numbers to the players...

Anyway, most of the information you want is available through your own research and the research already done by other players. I thought part of the fun of min/maxing was figuring out how it all works... but you want them to just give it all away so you don't have to do any work?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-24-2010, 11:55 AM
Quote:
Originally Posted by Sparquis
Adding almost a "gears of war" system to combat which forces us to take tactile positions during combat to minimize damage done to us.
The LAST thing I want to see is a lot of chest-high walls ingame.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 05:05 PM.