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)
