Air Lord, Engineering Corps
Wow i am full of suggestions today, this will probably be the last one for a long while (since i am posting two topics in a row with this)!
OK, so i have noticed that smaller ships can easily outmaneuver cannonballs, and especially heavy ones (Which is great because there is no defense from a heavy cannon) but its really hard to manage a fleet of zippy fighters on a medium/large scale battle.
I was hoping to see some type of keep moving order in the far future (when more important mechanics are out of the way) to make units move around a selected area (click and drag a circle?) and the unit in question will randomly move to points in that circle using available command orders whilst nothing is in the way to try and avoid being cannon fodder!
This would make keeping your fleet mobile a lot easier in combat as well as less of a hassle. it is also is a nice way to keep some ships somewhat autonomous without an actual AI commander for multiplayer/campaign battles and i think this could be an awesome mechanic!
As always i love hearing peoples opinions and takes on my ideas!
A "Take evasive actions" button and his twin "Concentrate on evasive actions" can be usefull, yes.
I agree with you, but it will add even more lags... Ugh...
I even thought of strategic mode controls - you dedicate some area over battlefield for a ship and sellect a mode "defensive" or "offensive", "ram" or "keep distance" and AI would manage the ship.
It seems to be more like "Pacific Storm" way of control for planes. You can command AI to do smth or take the stick in your hands. While AI is good for groupes, some delays in command should be implemented to encourage people to use manual command over ships.
That may become handy when the suggestion of crew being a valuable resourse is implemented. Somebody of the forum asked about crew XP. It makes sense that a good captain should make an AI to run faster, with less delay.
@Musickiller Totally agree ! We'll probably need XP crew gain before that.
@rage3069 let's see what mr. Z says about that...
Maybe leader XP could modify AI over time.
Not like the captain of a ship has a battle happen and it learns from past mistakes because that would be really complex but as an AI captain reaches X experience and gains X 'levels' (not shown as a number but in a more general format), more XP means more branches of the AI will unlock for that captain adding to his pathfinding and response time.
So an inexperienced captain will barley be able to maneuver his ship out of danger, but a very experienced one will know the ins and outs of piloting, offensive tactics and defensive tactics and use them accordingly with less of a time delay.
But in order to force the player into manual control because i dont think Zarkonnen planned on Airships being a hands-off game like Gratuitous Space Battles, Captains could have their own rooms or quarters -which could be expensive- and using a captain in the campaign mode (or having quarters) might drastically increase the ships upkeep/price.
After all, you gotta pay the commander more than the common foot-soldier (or air-sailor) right?
I dunno, this might be a flawed idea from the start or it might be really great, im just throwing it out there, just depends on the developers opinion i guess!
no, that's crap, sorry (nor really...)
download "pacific storm" and play for 30 minutes (tutorial). you'll get me.
there the system of XP is simple and powerful at the same time.
Additional Captain's place:
That might be an OK idea. For big ships it's fine to pay extra 100-500 to have some boost and AI help. There should be cheap, modest and grand cabin, so that you could have AI with negative boost on small ships.
Anyway I would like to see a sailor in purple dress and big black hat... And a parrot!
Yes, I was waiting for Zark to reply...
Now that i think about it Airships is not in any way an RPG (from my experience anyway), i should have probably thought about that first before spewing a paragraph about an invalid game mechanic..
I've been mulling over this thread, and on the whole, I think a "keep moving" order would be both too powerful and make it harder to actually move ships from A to B if everyone else is constantly moving about.
What I should do is make the targeting a bit smarter and have them lead their shots - so aiming at where they think the target will be, rather than where it is. That will reduce the extreme advantages that evasion currently offers.
Sure. But constantly moving will be ok if you make maps larger! I several people asked for this and in the Plan there is nothing about it. While the number of ships grows (now you make landships), maps should grow too (that's my point here, I decided not to start a new topic just to ask you about map size).