nielsbauer: It´s likely I am including a manouvering and positioning feature in the future. Feel free to give me more ideas of what manouvers you want to see and how positioning should affect the combat.
I have also given the idea some thought of having multiple ships fighting each other at the same time. A logical game balancing problem I see here is that if e.g. a ship costs 1 million and the player loses 1 ship while fighting an enemy fleet, he will most likely not capture enough goods to make up for this loss of 1 million. When the enemy fleet does the most logical thing of concentrating their fire on one ship, it´s likely one ship is destroyed. Any idea of how to balance this?
Demeeuw: How about a fleet salary treasure volt, or something dull like an winners ship insurance (you pay insurance, but only victorious leaders get full refund).
Or maybe a chance you can salvage a big ship/fleet for parts, like the towing of a captured ship?
In addition, i love the random part for the excitement, but it can also be frustrating. Is'nt there a way to "bonus" captains that like a particular ship?
For example, if you had 15 fights in one type of ship you rank "shiptype veteran" and get 1 AP or 1 extra choicebox during combat.
If you had 50 fights, you rank "ace" and get even bigger bonus.
And how about customizing the ships special? Like a deluxe shoppinglist, if you like missles, buy the misslerack special (from the patton), or gatling gun if you like smal guns.. etc.
I really like your game and was happy to spend money on it! Let me know what you think.
Best regards,
Hi,
you can already tow a captured ship for salvaging or using it yourself after repairs at a friendly starport. It´s a choice that comes up when you have boarded a ship and captured the bridge.
One solution to the problem of multiple ships fighting each other would be if the ships would usually not be destroyed, but just immobilized. There would only be a small chance of total destruction. Exception would be if the enemy continues to pound on an immobilized ship. However this would not be the usual behavior, because everyone will like to capture it. I am not sure if I already talked about it here, but I am thinking about going this way in a future iteration of the series.
Best regards
Niels
Solar1313: I like the theory of the combat system, but more reliable ways of AP improvement and possibly more ways of stacking your "deck".
Having played a bit more, I can understand people's complaints about too many abilities, but I have very seldom been in a situation where I've been unable to adapt to what has been given to me-the biggest problem I've encountered is a lack of target locks, but this could be explained in RP terms as the enemy is too good at maneuvering or ECM-ing.
I would also like to see opportunities to force long or short-range combat for yourself, rather than just having these weapons that can aid you in occasional random events.
My biggest issue with the game so far is lack of explanation of non-combat mechanics, and the frequency of ship battles against higher classes. Another issue is the immediate jumps of enemy ship classes encountered whenever you go up a ship, that can make it feel like a Red Queen Race.
Also, boarding needs to be made more effective in my opinion, given that it's apparently the most reliable or only way to graduate into a battleship.
Do you have any idea for improving or exchanging the boarding system with something else? This is on the very top of my agenda, but a complete X-Com like squad system would be too much. I also think that if it would take you 10> minutes to capture a ship, it would get tiresome, even compared to the higher rewards.