From: LJC. v. R. <va...@wa...> - 2003-01-19 13:44:03
|
>Our goal would be to > >1. Add a way for the attacker to more easily harm a base. Eg give up with >the old everything or nothing method. A method of wearing a base down. >2. Add a way so the defender have a chance to at least take some of his >attackers with him(without the defender being logged on). Eg gie up on the >easy calculations. If we are 10 ships we will never die...so lets be 10 ships > >This should be done simple with simple formulaes, and as little add-on to >teh current modules as possible. 1. Attacks to bases should be in two phases, shields first, the rest of the constructions once the protecting shield has been destroyed. Attacking the shields is currently aimed at taking down the actual shields. We should redo this to also destroy the shieldgenerators themselves, next to taking down the shields. In current design the hitpoints/damagepoints is 250points per SG. The armor damage of weapons could then be used to reduce these points. Any 250points of weapons damage would take out 1 SG. This would mean that Turrets and DroneHangars would not be damaged by attacks as long as the base has SGs and shields.. Also having ONLY shield weapons for busting will no longer do, since you cannot take out Turrets or DroneHangars with those weapons. We would have to add the damagepoints to the base_structures table and add a couple of lines of codes to check for damage dealt, plus removing destroyed SG when the check tells us so. 2. To damage bases more easily each attack, even by a single player, should have a similar success/fail chance for the attacker's survival. If this is done, there would basically be no more difference between multiple single attackers or a fleet, all firing at once in a single attack. I feel this chance should be dependent on the manouverability of the vessel, and accuracy of the turret. The first one would determine how many turrets would actually take aim at the ship, the second one would then determine hit or miss. I suggest we have a formula wherein the big warships have a chance of eg. 1 in 5 (20%) to get aimed at and the small warship eg. 1 in 10 (10%). With the turret max. at 100 a single large warship attacking would have 20 aimed at it. With turret accuracy at 33%-40% it could survive the attack, but be heavily damaged. The smaller warship would have 10 aimed at it. The odds would be the same for both and with sufficiently high aim/hit ratio the casualties among attackers would rise. |