Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 More "Engaging" Space Combat
02-06-2010, 09:50 AM
I had an idea for a change to the way that space combat works; I realize that it would be a major one, but hear me out:

I would propose that there be an addition of a target lock system. It should require a bit of time for the computer to get a good bead on one's target, and this could be simulated in the game by an increased chance to miss which decreases as the lock hardens. I imagine that this could be accomplished through the addition of a hidden debuff which is applied to the player whenever they switch targets. Furthermore, I feel that this debuff should be modified by the current speed of the target such that a faster moving target is more difficult to lock onto initially.

What I feel this would add would be an increased degree of strategy to the space combat system. There would be an inherent penalty, for instance, were an escort to drop to 10% (or -25%) speed as they would be easier for the opposing team to focus fire; they are an inherent threat if allowed to face a target consistently, and adopting this strategy would now come with an increased risk.

Additionally, this would add an increased degree of potency to boff powers which may cause you to lose your target, such as Jam Targeting sensors. By waiting until your target has attained a full lock on you, and then jamming, you could stretch the effective benefit of the power, whereas using it immediately would be a relative waste.

Finally, this could add to the sneak attack nature of of Mask Energy Signature and Cloak. Ships using these powers would be able to bide their time as they acquire a solid lock on their target, and then can decloak to lay in at full damage immediately. Their targets will struggle to retaliate, only to be frustrated by a string of misses as their adversary speeds circles around them raining death!

So yeah, there's my brilliant idea. Sorry for the punny title. If you like it comment, and maybe the Devs will see fit to pick it up, and really spice up STO
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-06-2010, 09:57 AM
I like your idea they could add a console and a new boff slot similar to the wizo in fighter aircraft
wizo--weapons officer
But make them hellishly expensive
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-06-2010, 09:58 AM
Just one problem - Spaceships are fricken huge, they're hard to miss. That's something more for a fighter-pilot RPG. Assuming anyone would want to play those instead of the Acecombat series.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-06-2010, 10:04 AM
Quote:
Originally Posted by DigiMatt View Post
Just one problem - Spaceships are fricken huge, they're hard to miss. That's something more for a fighter-pilot RPG. Assuming anyone would want to play those instead of the Acecombat series.
I kind of agree but he has a good idea never the less--put in a counter measure console and a dedicated counter measure boff. have the boff do nothing but learn counter measures and make him available only after you hit at least tier 3 and make him expensive credit wise--be great fun and a good credit energy sink.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-06-2010, 12:46 PM
Quote:
Originally Posted by DigiMatt View Post
Just one problem - Spaceships are fricken huge, they're hard to miss. That's something more for a fighter-pilot RPG. Assuming anyone would want to play those instead of the Acecombat series.
I would imagine that, just as in the present, there would be electronic countermeasures at play. If you think back to the shows, they had to do something at those science consoles to target the enemy; come to think of it, they often were doing something back to prevent being hit as well. Hacking computers and such.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-06-2010, 12:56 PM
Well if anyone played Star Fleet Command PC game, there was:

ECM (Electronic Counter Measure)
ECCM (basically anti-ECM)

so defender has ECM, levels it up...

and attacker has ECCM, levels it up... it becomes an ECM/ECCM arms race...

so yes, your idea has merit, adds more depth to STO gameplay--I support this!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-06-2010, 01:04 PM
to the guy who said starships are hard to miss guess what space is big.

I think it is a fairly good idea, sounds like its borrowing ideas from eve which isnt necessarily a bad thing
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-06-2010, 01:13 PM
Space combat is fairly tactical.

The problem is the death penalty not being there (so you can just zerg...)

and also the fact Ai currently has paper shielding

Anyways, its interesting but really it would then not be about tactics, it would end up about who has the highest level ECM...

Plus, you cannot stop phasers etc hitting you, jamming sensors and so forth is -already- in the game to stop targetting. Manual targetting works too you know
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