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| | #31 (permalink) |
| Registered User Join Date: Apr 2002 Location: Guildhall
Posts: 405
| It might be a good idea to have certain weapon and defense modules that attack and defend against various, user selected damage types and possibly to various, user selected degrees (so long as the damage or defense was kept far below that of dedicated modules). I can't see it working for the entire system to be based around that concept, but for a few select modules, it might be fun. |
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| | #32 (permalink) | |
| Registered User Join Date: Apr 2002 Location: Bothell, WA
Posts: 680
| Quote:
My other post probably makes it sound more complicated than it was in my head. This time I have a clear example of what I was thinking about... Take for example space combat (better frame of reference, at least it's Sci-Fi). A cruiser is flying through space & gets ambushed by another ship (say stealth class). The enemy ship attacks the starboard side of the cruiser, causing moderate damage after the cruisers shields mitigate some of the damage. The cruiser then adjusts it's shields, focusing more on deflecting attacks from the starboard side. That's when the stealth class ship's partner comes in and attacks from the port side of the cruiser. The cruiser, having recently lowered the shields in the port side to boost the starboard side, takes massive damage and has to surrender to the two stealth ships. That's what I meant in a nutshell. The ability to react to your enemy and adjust your defense and attack strategies on the go, as opposed to being forced with a set amount of attack and defense strategies, with no incentive to be truly reactive in combat, like the rock paper scissors combat we typically have. In terms of EWar, it would take some creativity to come up with good examples of how to make attack and defense more active & reactive....but in terms of the overall combat, it would be somewhat easy to come up with good ideas.
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