Damaged ships
Posted: Wed Jun 15, 2011 6:24 pm
I'm liking the new 3 moves to hyper, but after talking to Faulcon I think it was I started to realise that cloakers seemed to have gained the most out of it and started to think how else you could use this.
Sorry i made the title and then decide to put all my other thoughts in
1. Damaged ships can't move as easily/at all. (I know this means more easy kills and people don't escape on almost no health but its more realistic)
If a ship gets below 20% health it requires +1 move to hyper
below 10% +2 moves
(was going to suggest below 5% = can't hyper, but I know the response I'd get).
2. New Scan pickup: +5 moves for current turn
3. Bombers could use 3 moves and drop "nuke" when bombing planets.
This could do more damage than 3 separate attacks, but would mean that they can't jump in, bomb and then leave.
4. Reppers can do the same as above, but rep and can only target 1 ship. (3 or 5 moves)
5. Option to roll over moves to next turn.
You must activate it the turn before and only 2 moves can roll over and all 5 moves are used to do this.
Basically an alternative to pickups. This give the advantage to fighters who might be about to defend but are just waiting for incoming. Means the aggressors need to be more careful.
6. Fighters have EMP weapon.
Uses 5 moves and takes -1 move from all enemy ships in the sector. This is aimed at helping the team more than the individual. (Possibly only avaliable on cruisers? and it could not affect some ships?)
7. Dying ships suicide.
Ships below 20% can use all 5 moves to denote causing a small amount of collateral damage to all enemy ships in the sector and not giving the kill away. (Aware this is not the best idea and would be harder to program)
Sorry i made the title and then decide to put all my other thoughts in
1. Damaged ships can't move as easily/at all. (I know this means more easy kills and people don't escape on almost no health but its more realistic)
If a ship gets below 20% health it requires +1 move to hyper
below 10% +2 moves
(was going to suggest below 5% = can't hyper, but I know the response I'd get).
2. New Scan pickup: +5 moves for current turn
3. Bombers could use 3 moves and drop "nuke" when bombing planets.
This could do more damage than 3 separate attacks, but would mean that they can't jump in, bomb and then leave.
4. Reppers can do the same as above, but rep and can only target 1 ship. (3 or 5 moves)
5. Option to roll over moves to next turn.
You must activate it the turn before and only 2 moves can roll over and all 5 moves are used to do this.
Basically an alternative to pickups. This give the advantage to fighters who might be about to defend but are just waiting for incoming. Means the aggressors need to be more careful.
6. Fighters have EMP weapon.
Uses 5 moves and takes -1 move from all enemy ships in the sector. This is aimed at helping the team more than the individual. (Possibly only avaliable on cruisers? and it could not affect some ships?)
7. Dying ships suicide.
Ships below 20% can use all 5 moves to denote causing a small amount of collateral damage to all enemy ships in the sector and not giving the kill away. (Aware this is not the best idea and would be harder to program)