From: Michael v. D. <mi...@ci...> - 2003-01-19 14:22:20
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I'm gonna think like a newby here (aka normal) : New features: -Critical hits in combat system See this ? Why not extend it to Base Busting too ? Turrets can do critical hits for extra damage Ships can do critical hits for destroying turrets and/or shield generators I wouldn't recommend critical misses though cause I don't see many benefits in that. -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Oliver Due Billing Sent: zondag 19 januari 2003 14:08 To: ope...@li... Subject: [Openme-developers] base busting I read both suggestions from Hawklan and aos. Both of them fufill goal 2. That is an increased chance of casualities. Hawklans is with a hardcoded constant of 3 so each merchant can be hit by 0 - (#OfTurrets / #ofAttackers)+3, turrets. Aos is an approach where the turrets are distributed on ships and the "first" ship in line is the most damaged. I lean towards aos's here since its more dynamic of nature. But it also seem abit harsh, seems like #1 ship always goes down. Hawklans suggestion dosent fufill goal 1 though, since he wants the base to be intact. Well a turret dont stop firing when it looses it shields, why would it?, and when point giant weapons at a base and fire. Somethign is going to be damaged. We must do away with the all or nothing strategy, since it should be possible to attack a few round. Come back the next day and all your work is not gone. This way I am sure more bases will be busted(more fun). So in regards to goal one I think that aos suggestion is the best, so far. You might take some losses but it will be worthwhile if U stick out a few round. Then U start to wear the shields thin. Remember its supposed to be one big shield with each SG adding to its strength so its logical that some shots might penetrate. I also think that we should not destroy base when its defenses are down. but it does require a new feature. So lets wait a bit with that. Comments? Middy |