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Testpilot14

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  1. So in most games and movies, fleets commonly use formations. Both as a means of organization as well as intimidation. But this game is missing that factor and I personally think it would be such a great element to warfare! My idea for the system and how it works is: Grouping: You will select your ships of choice you want in each group through the tactical overlook screen. Giving them a name if you choose. (Max group IMO should be 10) Formations: This will also be decided through the tactical overlook, and will give you options of type of formations. I think the system should be similar to the Homeworld series(Love those games <3). There will be 3 categories: • Aggressive: This will provide formations like the standard V, Line, Circle < Positives: +20% Shield Recharge Rate +10% Overall Omicron output +10% Engine Thrust < Negatives: -20% weapon accuracy -20% Jump Drive Recharge -10% Shield Durability • Passive: This will provide formations like Staggered Column, Column < Positives: +40% Jump Drive Recharge +20% Shield Recharge < Negatives: -20% Shield Durability -20% Jump Drive Recharge -30% Weapon Accuracy • Defensive:This will provide formations like the inverted V, Defense screen, Diamond. < Positives: +10-20% Shield durability +10% weapon accuracy +20% Jump Drive recharge < Negatives: -20% Shield Recharge -20% Engine Thrust All of these effects will take impact on all ships of the group no matter the systems in place. For example, You have a shield recharge rate of 100% normally, you add a new system that bumps it up to 120%. Then choose to go aggressive, itll bump up to 140%. All ships trying to hold the formations will do so working with their limits. I.E. some ships maybe have slower thrust than yours so will try and keep up when possible. Ships will hold positions as well and angle to their respective needs for engaging their target. Breaking formation will be optional whenever you choose through the tactical overlook and will remove all effects immediately. This whole system will not effect fighters mainly because they're a whole different beast to conquer IMO. Will not effect NPCs either because that's a big challenge I feel as well. But I think this could give many options as to what do in combat and could really throw a seemingly difficult fight into a fair one with a few click of buttons and good strategy. As well as make engagements more pleasing to the eye and not requiring massive amounts of guns to destroy opponents. Please add any ideas or changes to effects I chose. This is all a rough idea for me. :)
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