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blankseplocked Combat manuevers
 
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Locke DieDrake
The Arrow Project
Morsus Mihi
Posted - 2005.09.30 18:52:00 - [1]
 

Edited by: Locke DieDrake on 30/09/2005 18:58:25
The basic idea here is to spice of the way combat looks, and works. Some of you may not think that it's needed, or wanted, but in my short (on trial now, going retail in a few days when I get paid) experaiance, combat is a simple matter of Lock-hold distance-shoot-repeat.

Outline-
-Ships would need a manuever slot, or possibly a module that holds manuever upgrades. All ships would have a standard set of manuevers based on their class.

-A new commodity is born. Manuever cards/programs with stats like power grid, processor(heavy usage here), volume, class restriction, skill restriction. Each card holds one manuever, and are loaded like ammo into a module or the AI of the ship itself. (probably a module would be best) volume would determine the max number you could install, based on the capacity of the manuevering module(and skills).

-Heres how they work. Lets assume you've got a Condor with a basic manuevering module and the manuevering cards "Loop" and "hard line". In combat, or just flying around, you have a hot button for each manuever, and when active, the manuever boosts certain stats like, speed, signature, turret tracking speed, missle evasion etc etc etc. You also get certain negative values, IE, if you get a speed boost, you get an intertial gain, or if you get an evasion boost, you get a signature gain also. ETC. All this ballanced against skills and level of upgrades installed. Each manuever has a set time it takes, and you should be able to que 2 of them. Or set an auto repeat on one. Maybe even put together a little script of manuevers and run it.

-The manuever wouldn't have to sync in 100% real time. Because combat in this game involves no aiming by people. So if you are a couple of seconds out of sync on displaying the manuevers animation then it's no big deal.

This adds spice and flavor to combat, without requiring direct control over the ships. And allows for an entirely new level of tactics in combat. Tactics in combat now are based entirely on groups and modules. And this also gives smaller ships a better place in large scale comabat, because they can manuever in such a way as to be very hard to hit, but also loose some ability to deal damage in favor of avoiding hits to begin with. Orbit and hold distance are a start but they are tactically 1 dimensional.


just the 2 cents of a raving noob.

Zarek Osmabruck
Gallente
Doomheim
Posted - 2005.09.30 20:17:00 - [2]
 

Edited by: Zarek Osmabruck on 30/09/2005 20:18:31
SIGNED 100% GREAT IDEA. Now just need a Voting Button on it!
Opens the door for out Science Character to Create something (Programable Cards?) Just a thought.

oneeye crusader
Caldari
Posted - 2005.09.30 22:35:00 - [3]
 

Edited by: oneeye crusader on 30/09/2005 22:36:46
Oh hell yeah.
I'm all for programable manuvers . i can see 2 science skills coming out of this the Manuer Execution skill and Manuver programing add in Teir 1 and Teir 2 like the learning skills that way it would take tons of time to get the best card.
mabey each advanced level decreases the penaltys so with lvl 5 Advanced Manuver Programing you have mabey 50 % of the penaltys on your cards. i can see these becoming quite a commodity.
/me signs.

Jonas Malkain
Posted - 2005.10.01 08:03:00 - [4]
 

Definitely an interesting idea. We'll have to see how CCP's proposed combat changes will play into this.

Very, very interesting.

NattyDreadlock
Gallente
Black Pearl Productions Inc.
Posted - 2005.10.01 11:01:00 - [5]
 

I like, especially if we can map out or own custom manuvers.

Caztra Tor
Posted - 2005.10.01 11:16:00 - [6]
 

Sounds like a good idea, but I don't think that they should modify attributes of the ship. I think that they should effect the following: movements of the craft, ammo loadouts, overview settings, and chat signals to corp/alliance/gang that give your exact location. Sort of like an SOS.

Now, if it is going to include mods to the ships stats then why buy that Gurista Widget(TM) when all you have to do is program the card? I think that would have an unbalancing effect on the game, not to mention my sales of rare items ;P.

Overall good idea, wish I had thought of it!


Jack Amarr
Inner Vort3x
Posted - 2005.10.01 11:32:00 - [7]
 

wtf...i had a similar idea to this and posted it not long ago...hmmm

Lucus Ranger
Gallente
The Collective
Against ALL Authorities
Posted - 2005.10.01 13:44:00 - [8]
 

Nice idea, would be good to see.

Locke DieDrake
The Arrow Project
Morsus Mihi
Posted - 2005.10.01 23:02:00 - [9]
 

Originally by: Caztra Tor
Sounds like a good idea, but I don't think that they should modify attributes of the ship. I think that they should effect the following: movements of the craft, ammo loadouts, overview settings, and chat signals to corp/alliance/gang that give your exact location. Sort of like an SOS.

Now, if it is going to include mods to the ships stats then why buy that Gurista Widget(TM) when all you have to do is program the card? I think that would have an unbalancing effect on the game, not to mention my sales of rare items ;P.

Overall good idea, wish I had thought of it!




But the affects only last as long as you are doing that maneuver. So, you'd still have to buy widgets to upgrade your ship, because otherwise, constantly doing a maneuver gives you a weak spot to exploit. See what I mean.


 

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