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Pulsar Combat Model

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Pulsar Combat Model

Postby Dziku on Tue Jul 08, 2008 9:27 pm

Generally, Pulsar Combat model will look smth like that (to make it simple, 2 ships in combat):

1 - ships begin combat at random distance (1-100)

2 - ships will try to sent desired distance using their engines. Desired distance can be set before and during combat.

3 - during combat, player can give commands every n-seconds (n depends on level, equipment, but 3 <= n <= 7).

4 - there are 4 main combat commands: FIRE, EVADE, PURSUIT, DISENGAGE

5 - even when player will not give any command, ship automatically avoid enemy fire using thrusters

6 - when FIRE order is given, all enabled and operatonal weapons will fire and enemy ship

7 - when EVADE order is given, ship will not fire, but when enemy will fire at you, your's evade ratio will be doubled

8 - when PURSUIT order is givend, ship will try to set desired distance using doubled speed

9 - when DISENGAGE order is give, ship will not fire, but will try to increase distance and break combat (chance depends on distance)

10 - next command can be given after n-seconds. Although, weapons has individual recharge time. If recharge time is longer that n, this weapons will not fire until it is recharged

11 - ships repairs SHD, ARM and POWER with time. There will be no repair button. Combat do not uses turns every salvo.

12 - when you fire your weapons, enemy does not. He have to give FIRE order or use specialized equipment to fire when he is offline.


About aiming mode. I plan to implement 3 aiming modes aka firing patterns:

1 - regular: all weapons aims independently, well known from Omri

2 - spread: all weapons fire using pattern increasing chance of hit. If you fire 4 weapons (each with 25% accuracy) in spread pattern, there will be 100% (well, not 100% but capped accuracy, most probably 90%) chance that one weapon will hit. But only 1 weapon. Always 1

3 - cumulated: all weapons are aimed at the same point and if they will hit, all of them will hit. For example, if you have 4 weapons on 25% accuracy, chance that all of them will hit in regular pattern is 0,4%. In cumulated pattern, all weapons will hit with 25% probability. Although, all will hit, or none will hit. With mixed weaponry, lowest accuracy will be used

Following, when fighting with more than one enemy, player will be able to choose ships he wants to fire upon:

- manual
- random (each weapon will choose it's target randomly)
- auto random (all weapond will fire at the same random ship)
- auto closest ship
- auto farest ship
- auto strongest ship
- auto weakes ship
- auto easiest target (easiest ship to hit)
- auto harder target

Important: not all modes will be avaible at first. Player will have to obtain them using talents tree. Each level will give him one or more talents (selectable)
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Postby Aponte on Fri Jul 11, 2008 11:36 pm

sounds really nice

confusing


but nice


ill get it once i play with it...
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Postby Paul on Sat Jul 12, 2008 1:43 am

Agreed, its alot different from Omri but that was basic . The new Combat system means players would have to think before they make the next move rather than hammer continue over and over again :twisted: . The lower targeting ships would have to move in closer than a ship with high targeting ( meaning they could be destroyed before they fire a shot :D ), the first round will see this tested over and over by players :P

Btw for Carrier class ships, will there be more options ( Defencive, Order the Fighters to protect the carrier at all costs :D ) .

The new Combat evens things up, the fastest connection could still loose against a well designed ship rather than winning all the time .

New fire options are gonna be interesting :), A option for all occasions i see ( Spread for agile killers, cumulated for large vessels and Regular for the rest :D )
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Postby Inverted on Sat Jul 12, 2008 11:19 am

I hope I got it right and during PURSUIT you wont fire.

Also I really hope that - even if Paul already got excited about the possibility - there wont be high range powerful guns. Or those will have:
a) damned slow rate
b) terrible accuracy
c) or real weak damage (=not powerful)
If not, its clear noone will ever use other guns.

However I have the feeling that this will be real hard to balance as high speed + high range seems just all too superior. Although it will depend a lot on offense/defense possibilities as if you can build a ship that can take 10-15 rounds from almost anything you wont care fitting it with low range guns that take 2 "turns" to get to distance - given after those two turns you can pack some punch with it. But if an average fight will last 3-4 salvos than low range guns will be all rotting in the shops.

But I tell you in advance, there will be lots of those fast+high range ships merely to hunt down traders/other weak targets. If youre fast traders cant run, but if any real enemy comes by you can. Or by other words, low speed ships has low chance to bang on weak targets (those being faster) while also having low chance to run when its time for it. Which breaks down to the conclusion that slow ships will be for people with LOTS of self confidence.
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Postby Aponte on Sat Jul 12, 2008 4:32 pm

Inverted wrote:Which breaks down to the conclusion that slow ships will be for people with LOTS of self confidence.


hahahahahaha

Sounds like Noel's kind of ship...

IM gonna USe Armor Strength even tho a Tesla Phaser and an EMp cannon Will Tear me to pieces and I wont be Able to Repair a single EMP damage point! But I will win WIth my guns that Cant FIre!
THE DAWN of THE ILLUMINATI WILL COME!

hahahahaha

OK back to the topic

LOnger range weapons should have less Power than Low range weapons?

its tricky to balance this and is gonna take a while for us to figure it out.
Fast VS Slow

Rifles Vs Shotguns

Big vs Small
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Postby Paul on Sun Jul 13, 2008 12:14 am

I would be happy with accurate but lower damage weaponry, keep outside the other ships weapons range and pick him off :twisted:
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Postby Aponte on Sun Jul 13, 2008 2:52 pm

but that kind of ship should be slow paul.. that way the low range ship has a chance to get close and fire back atleast a bit... if not the ship with high accuracy and low damage would be overpowered
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Postby gecco on Sun Jul 13, 2008 6:05 pm

yayaya... range, what ever :?

This should all be under Pulsar Ideas but what ever.


WHAT ABOUT EXPLOSIVES *anti explosive technology (these would always be active in combat unless damaged)
ideas:
-guided explosives (missiles)
-set distance large radius explosives (big area effect, bombs)
-hull/shield penetrating (non-guided high tech missiles with shield disruptors or hull penetrating technology)
-re-guidance systems (retargets guided missiles with medium chance, and even smaller chance to retarget ship that fired missiles)*
-detonator (detonates active explosives prematurely)*


WHAT ABOUT BOARDING *after shields are down/**weapons do not fire/***both of the previous
ideas:
-ship to ship drills (allows for boarding or lowers chance of escaping/ high hull/armor damage)*
-hacking technology (takes down shields from short range or messes up weapon targeting systems)**
-crew/crew size (performs the boarding and acts like a pirating crew, taking money AND luggage)***
-ram (probably only for the bigger ships, tears through other ship with a very low chance)***

WHAT ABOUT GROUP ATTACKS *includes chance of hitting friendly ships
ideas:
-formations (slow but efficient attacking procedure self determined by weapon range, speed, and ship types (size and shape)
-no formations (faster but less reliant attack mostly for close range ships)*
-turn firing (ships take turns firing in a moving formation to always keep enemy under constant firepower while also having enemy surrounded which lessens escaping chance)*
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Postby Paul on Sun Jul 13, 2008 9:36 pm

We will see when Pulsar's online :) . Im happy with Pulse Lasers if they get the speed/range ratio good . Just keep outside his effective weapons range ( He can shoot but lower accuracy ) and slowly pound him

A ship like that has a number of flaws tho . Her defences would be low to keep Speed high, If the target gets within Effective Weapons Rang ( EWR ) then your in trouble . Also it depends on the captains skill choising his move ( Increase the distance or fire again ) not counting the amount of time to destroy the target ( The long range also means the target can run without much trouble, or lure the attacking ship closer using this before opening up ) . Its a tatical weapon afterall 8)

Anyways this is for the Combat System, not about debating what ships can and cant be used . Remember every ship has a strength and weakness, it only takes abit of thinking to come up with a counter measure to destroy them . Omri had a system like this when it came to counters

AStr -destroys- Shield Ships
Shield Ships -destroy- Pirates
Pirates -raid- Astr

Thrusters could take on anything tho if you had the skills and knowledge, but they could be destroyed by a properly designed ship ( I Designed afew Anti Thruster ships tho never really used them, was better if you could do 2 jobs at once :D )
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Postby Inverted on Tue Jul 15, 2008 10:26 am

Im just saying that high speed+range ships should not become what manu ships were in omri. Espeially before the level advantage got nerfed. I still remember when someone attacked me while I was raiding a port (means attacked me about 10 times) and I only noticed it from the logs after I raided the place. And then it was only a raider not even built for real evasion. Or I could mention Pauls pitiful attempts to even hit my real manu ship in chaos round. :p

Btw as Paul said most things had a good counter in omri, except manu. As a hardcore manu ship could be only downed with such an insane amount of targeting that wouldve hurt ALL other aspects of your ship so much that it became effectively useless against anything else but manu ships.
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Postby Paul on Tue Jul 15, 2008 2:51 pm

Yeah, i had a 40 targ Ship designed to take down rouge manu's ( Rouge as in not Klingon 8), those where our toys and we didnt wanna share them ! ) plus a ok defence . It could take on a Manu and win however against any other ships it wouldnt last, Ive still got the designs for it .

Lol it was a free go inverted :), do you think i would give up the chance to land a shot that might destroy you ?. Tho i do know when to retreat and find a better suited target, i know when its going nowhere and its better to try find more worthwhile prey :P
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Postby nightmare on Tue Jul 22, 2008 4:50 pm

Cool. Havent Been round for a while. I just hope this wont rely as much on FAST clicking, that i thought, was omri's downside :(
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Postby Inverted on Sat Jul 26, 2008 10:13 am

Actually Omri relied much more on fast connection than fast clicking. :wink:
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