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Unread 22 May 2009, 08:57   #1
Makhil
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Fleet Commanders

- replace the fleet names by commanders names
- add a dropdown menu for each commander with a choice between attitudes:
1. Heroic: the commander likes to lead from the front, he exposes himself and get a higher probability of being killed, but he gives a bonus in damages.
2. Wary: the commander stays away from the heat of the battle, odds of being KIA are standard, he tends to protect his ships and gives a bonus in armor.
3. Coward: the commander saves his ass no matter what but gives no bonus.

- If a commander is KIA it takes xx ticks to replace him
- a fleet without commander has a penalty of +1 eta
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Unread 22 May 2009, 09:55   #2
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Re: Fleet Commanders

We had something similar to that with fleets being ordered to concentrate on ships or roids in both att and def
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Unread 23 May 2009, 16:15   #3
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Re: Fleet Commanders

I like the basic idea. It gives a fleet the ability to have an extra kick.
Like in a football management game: You have a bunch of players (your fleet) and the other guy has a bunch of players. If you just do players vs. players, the team with the best players should win.

But what if you add tactics to it?
- Have fleet commanders with attitudes (the Captain of a team)
- Fleet formations
- A commander in a certain positions boosts that part of the formation. (experience leads)
- Perhaps go as far as to assign your hero (or fleet commander) to hit certain ships, classes, roids or other heroes.

With the defence side you can do exactly the same.
This way you add a bit of unpredictability to the game. Because: you can't see tactics for a battle that's about to happen (perhaps only afterwards in a newsscan).
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Unread 23 May 2009, 20:37   #4
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Re: Fleet Commanders

Why not just give different settings in a drop down box.

1) Fused Hull - Increased Armor
2) Overload - Increased Damage
3) Shield Modulation - Increased EMP Resist (or "EMP Armor" for next round)
4) Nanovirus - Increased Steal Resist (if an armor type for stealing starts next round)

Possibles:
5) Hyperburn - Increased speed to target.

Just inceasing all areas by 10% (or -1 for eta) isnt hard on the balance.

You set the value before launch and cannot change till its back home.
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Unread 23 May 2009, 20:41   #5
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Re: Fleet Commanders

Yeah why not have fleet formations as hydra pointed out.

Higher armour - Stay back
Higher damage - Straight in
Lower init, reduced damage/accuracy - Killer instinct
Random fire, reduced damage/accuracy - Shoot everything that moves
Higher damage, less salvage - Fight till the last man
Bigger salvage, less damage - Run on heat
Faster eta, less armour, less damage - Emenergy formation
Higher eta, lower init - Tactical formation
Higher eta, higher armour - Sneak in
Lower return eta, less salvage - Leave them behind
Higher emp resistance, less damage - Shields
Reduced human targeting, less salvage - Alien inteligence
Lower steal rates for enemy, less armour - Kamikaze
Partial pre-intel from gathering enemy forces, higher init - Radal explorement
Reduced ETD targeting, higher eta - Disturbal magnetic wave

and so on...
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Last edited by Ave; 23 May 2009 at 22:34.
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Unread 24 May 2009, 10:04   #6
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Re: Fleet Commanders

would that open the floor to defensive fleet strategies? for the defending planet?
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Unread 24 May 2009, 19:35   #7
MrLobster
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Re: Fleet Commanders

Quote:
Originally Posted by [DW]Entropy View Post
would that open the floor to defensive fleet strategies? for the defending planet?
The best defence is a good offence.
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Unread 24 May 2009, 23:36   #8
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Re: Fleet Commanders

Would this not just over complicate things? If there is an area where something should be made unique/different, then perhaps races and governments would better to focus on?
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Unread 25 May 2009, 00:40   #9
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Re: Fleet Commanders

Fleet Commander or Fleet formation it's just cosmetics, I chose the former because bringing some characters into the game could add an affective aspect.
Yes the idea would be to have more options developped with time, but starting simply with 3 makes it easy on new players.
Gary, in "complicate" I see "interesting"... for people used to play strategic games, PA looks oversimplified. currently the complexity of the game comes from its formulae which imho shouldn't be made public at all.
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Unread 25 May 2009, 07:45   #10
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Re: Fleet Commanders

Quote:
Originally Posted by Makhil View Post
Gary, in "complicate" I see "interesting"... for people used to play strategic games, PA looks oversimplified. currently the complexity of the game comes from its formulae which imho shouldn't be made public at all.
Yep a player seeing a 10% extra damage isnt going to worry about any silly formulas, they will just know their fleet does more pew pew.

And most of the figures would be included in the bcalc, which hides a huge amount of formulas.
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<Sigi> Light: can I ask u how many open internet-windows u always have?
<MrLobster|PM> i have 2, the pa page, and the website for naked light pictures
<Ave> both has bad gfx
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