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Tactical Combat, what could be done to imp...

Hardes13's Photo Hardes13 02 Mar 2016

Yep I also loved turnbased combat. Age of Wonders 3 has that, and it´s horrible in Multiplayer... other players must wait. But as it is the raw real time system is borring. Mostly I try to disengage damaged ships and protect bomber ships

 

I noticed that with certain modules you get actually options to click on, like the black hole generator.

So i wonder what combatoptions we need...

1. Stop movement. seriously I want to be able to use my high range weapons^^

(by the way, range on weaponsystem is not explained in the shipdesign, and heavy weapon mount does not bring more range...)

2. time limit.  It should be fun but not too long, mainly in multiplayer. 

3. Ship boarding

I noticed that there is a tech for more troops on your ships. Is boarding not implemented?

Speaking of troops, I would love to have the ground trooper be transported within normal ships with a module, So they are not oneshot but must be reloaded at your Planets with marines. And if thats the case, you could perhaps land them on the planet in tactical combat? 

4. Bombarding why can´t I drop my bombs in tactical Combat, when i can see the Planet allready?

Perhaps with the timelimit you have to end the Troops/Bombers in the planetary atackzone at the end of the timelimit? That would be awesome. 

 

What else?


Edited by Hardes13, 02 March 2016 - 06:39 AM.
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NLxAROSA's Photo NLxAROSA 02 Mar 2016

Great suggestions. I think I read somewhere that boarding will be in, so I think it's coming, but a dev could comment on that in more detail.
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MrConway's Photo MrConway 02 Mar 2016

We are looking into boarding and while it is not sure yet, there is definitely a chance it will make it into the game.
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MrConway's Photo MrConway 02 Mar 2016

We are looking into boarding and while it is not sure yet, there is definitely a chance it will make it into the game.
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MrConway's Photo MrConway 02 Mar 2016

We are looking into boarding and while it is not sure yet, there is definitely a chance it will make it into the game.
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HoundDogZA's Photo HoundDogZA 02 Mar 2016

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1. Stop movement. seriously I want to be able to use my high range weapons^^

 

^^This.  I was also thinking lately that the RT system could do with a bit less reckless rushing and more of a standoff.  If the AI could adapt to what you're putting in front of the line and hold back a bit it could make for a far more interesting battle.  Of course if you simply rush the AI they will be putting their glass cannons at the back and tanks at the front or something like that.  Forcing you to think of other tactics like flanking, splitting, baiting and suprises etc...

 

Also if somehow the ships could feel more "valuable", like war assets you don't want to lose.  (Reduce Star Base capacity, increase cost to build/upgrade etc...)  Right now I'm just spamming 5 x destroyer squads and get up to 40 ships in no time, they feel very expendable.  

 

Missiles need to be limited!!!  And I'm sure they will fix the cost for weapon arcs issue soon.

 

Hoping there will also be some sort of ground attack animation?  Gives a bit more meaning to troop transports and taking over a planet :)

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Gamling_JB's Photo Gamling_JB 02 Mar 2016

Increased firing arcs should cost more ship space (Like in MoO2) and not result in lower hit chance. As it is now the PD weapons with 360 deg firing arcs hit way to few incoming missiles.  There should be a valid choice between limiting the firing arcs or having larger arcs. Space cost is the best equalizer in my opinion. Hit chance is heavy affected by computer system and other things, so as it is now, late game there are no reason not to chose 360 deg arcs. 

 

This is also affected by the ships ability to turn on the spot. If the ship are moving they should not be able to turn on spot. Larger ships (with greater mass) should have even more trouble turning fast. Ships that are almost still should be able to fire side rockets/engines and turn almost on spot. This is basic engineering. Make it more realistic and i think the game play will improve too. I would love to have my small ships outmaneuvering the larger ships with most of their guns facing forward. I guess it could behave more like old naval combat since the battle field is 2D.

 

The weapons modified  larger should shoot longer, do more damage and perhaps have better armor penetration but should also require more space, and perhaps should the space penalty for large weapons together with increased firing arcs be greater together.  So that you would make big guns that are good at taking out big ships with heavy armor but with limited firing arcs and perhaps slower attack rate. Against a flock of smaller ships these big guns would be less useful than the larger amount of normal sized guns that take up the same amount of space. This would give us weapon specialization for beam weapons and would ofc require missiles to be less all round and awesome against everything. Point defense needs to work better and small ships needs more avoidance.

 

Dauntless guiding system is great but at the moment its too good. If you have a large enough swarm of missiles you can have it going from ship to ship killing off everything making all beam weapons useless. Nothing will touch you.

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Gamling_JB's Photo Gamling_JB 02 Mar 2016

Another thing is the amount of different weapons in the game. They are many. In MoO2 this was ok since you could not chose and research all of them each game. As it is now I replace my missiles and armors too fast making each one matter less.

 

Perhaps should the weapons and armors be requiring different strategic resources. I don´t know but it feels like they used to, but the strategic resource requirements are removed from EA. Best thing would be to have like 2-3 (tiers) weapons of each sort not requiring special resources and have 3-4 better weapons requiring different resources. This would make you have more goals in the tech three to reach depending on what metals and stuff you found on your planets.

 

Also since everyone is researching the same stuff every game now, there are less differentiated fleets which is kind of boring. We need bigger differences between the races. A highly specialized fleet should not be good against all races. I want to have to adopt like you have to in MoO2 depending on what tech your different enemies got.

 

Also what is the difference between torpedoes and missiles? I think torpedoes should stand out more and have a different strategic use compared to missiles. Perhaps they have already and  I just haven´t got it. Clarify please. I guess I would like the torpedoes to be  more like big ship killers and less effective against smaller ships. Perhaps should torpedoes be shield penetrating but take more space than missiles.


Edited by Gamling_JB, 02 March 2016 - 03:47 PM.
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PrivKF's Photo PrivKF 02 Mar 2016

View PostGamling_JB, on 02 March 2016 - 03:29 PM, said:

Also what is the difference between torpedoes and missiles? I think torpedoes should stand out more and have a different strategic use compared to missiles. Perhaps they have already and  I just haven´t got it. Clarify please. I guess I would like the torpedoes to be  more like big ship killers and less effective against smaller ships. Perhaps should torpedoes be shield penetrating but take more space than missiles.

 

Torpedoes should be slower and less maneuverable than nimble missiles and should do more damage. Like you said, they should be ideal for taking down bases and larger ships.

That's of course is my own theory :) 

 

Besides, I think right now missiles are too OP on every stage of technology development. They should do less damage or have lesser chance to hit a target. 


Edited by PrivKF, 02 March 2016 - 04:57 PM.
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Asghaad's Photo Asghaad 02 Mar 2016

View PostPrivKF, on 02 March 2016 - 04:56 PM, said:

 

Torpedoes should be slower and less maneuverable than nimble missiles and should do more damage. Like you said, they should be ideal for taking down bases and larger ships.

That's of course is my own theory :) 

 

Besides, I think right now missiles are too OP on every stage of technology development. They should do less damage or have lesser chance to hit a target. 

 

Missiles can be brought on the normal power level simply by implementing the ammunition limits from MOO2 and pulling anti-missile rockets from special equipment and putting it where it belongs - among weapons so we can choose the number of anti-missiles to field (and same should be done for  stellar converter ... )

 

also one of the MAJOR faults of the real time combat is that we no longer can intercept missiles with weapons and fighters - unlike in MOO2 where missile salvos were THE primary targets for anything that could shoot at them.

 

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Asghaad's Photo Asghaad 02 Mar 2016

View PostMrConway, on 02 March 2016 - 10:17 AM, said:

We are looking into boarding and while it is not sure yet, there is definitely a chance it will make it into the game.

 

please tell me that you are kidding ...

 

boarding was MAJOR mechanic in MOO2 - especially for ground combat bonused races that otherwise were fairly quickly outgunned in space battles.

 

 

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Hardes13's Photo Hardes13 03 Mar 2016

yeah boarding  ^^

Was also my favorit.

Basicly boarding is a attack on a additional stat, the crew, that can take out a ship without destroying it.

Engines where also a kind of stat that could be attacked, imobilizing a ship.

With those different stats, Shield, Hull, Crew and engine, I think you could make the weapons realy different.

The weapons have allready different ranges, but I think you can´t see the range in the ship design window.

 

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NLxAROSA's Photo NLxAROSA 03 Mar 2016

Boarding in MOO2 was also essential in getting Antaren technology early (board ships, then scrap for tech).
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pr0filer's Photo pr0filer 03 Mar 2016

Personally i would prefer the turn based feature that was available in MOO2. As for the gameplay in multiplayer, I can imagine that turnbased attacks with a huge number of vessels would take a considerable amount of time. 

Some players will enjoy that others wont, so here is a suggestion : before a batte in multiplayer would commence, ask the players to make a choice. turnbased of cutscene outcome. / perhaps as a setting of making a multiplayer game.

furthermore :Wouldnt it be a great feature to save the outcome of a tactical battle, so at a later stage you could sit back and enjoy some epic battles ? 

 

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Idinyphe's Photo Idinyphe 03 Mar 2016

I want to add the idea of "following" and "flanking"


 

I want my heavy armoured ships stay in front. So it would be a good idea that I can give my weaker ships the command: stay behind the heavy ones. Maybe the same for flanking with heavy ships left/right.


 

The "position" command should be of higher priority as the "attack" command. "Attack if in range". If the target is out of range a new move command has to be set. NO auto-follow!


 

You have only to take care of 7 units that should be OK even if the game is in multiplayer and "no stop battle" button.


 

The ship should not take special abilites without my command. I want to decide when I take the thrusters or firing rockets.


 

With these small changes fight should turn out well and will give you a lot of options how to fight. (assumed that the weapons directions and modifications are working)

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