Advanced Fight Mode

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    One of the biggest problems that I've noticed is that there's no way to tell if that single AMC shot coming towards you will do ten damage or ten thousand. On top of that we don't know if that shot will glance off your armor or punch from bow to stern.

    This also makes putting situational upgrades on your ship (ie punch protection, momentum protection) useless because it would be more versatile to just slap on shield protection or armor protection overall.

    Now preferably we'd have a visual distinction between different effects, but now that we have so many possible combinations (along with color changing) this might not be possible, or would make the battlefield look very busy and indistinct.

    To remedy this, we have some sort of 'advanced fight mode'. When in flight mode you can hold 'control' to get little icons of slaves/effects next to incoming shots.

    Thoughts?
     

    jayman38

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    Maybe this could be an upgrade/side-effect of getting a scanner installed.
     
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    i can see the argument coming a mile way, if each projectile needs to be scanned, then that's processing load...
    the workaround, would be essentially a copy of the way scanning a map works now... basically when you scan a vessel, depending on proximity, it creates a "map" of the vessel, the closer you are, the better the scanning equipment, the more you learn...
    when scanned vessels enter your sight, the game consults your "vessel maps", if you scanned the component, it displays the icon beside their ship.
    if you've got a complete scan, it lists the components by importance, like if they have missiles selected, with punchthrough...
    it would display that at the top of the list...

    if you open the ship map, you could get data like estimated shield strength. weapon strength...
    and even players aboard at the time...
    of course... contents of chests would be the last thing scanned...
    the best bit? a lot of the core is now implemented...
    ironically, i'm suggesting more work, for less work... the game would save the block counts as a quick access variable in the map file, allowing the game to match ship name to stats even faster. as a side bonus, radar jammers could be used to delay ship identification, with no ship name, the game would "attempt" to corrcctly match the vessel by "visual" identification...
    really it'd just be matching vessels in the map with similar stats... on a delay...
    until it got "the one"... if it was even in the database...
    of course, with no "visual" (as in, cloak is on), the system would not even engage, and if already engaged, would slow down, based on how "long" it was in player sight...
     
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    We could have a little tool tip pointing at the missile saying warning this and this much damage
    it warns depending on your ship size and shields