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target-auto-attack

EnderDragon

GROUP: Members

POSTS: 162

Report this Sep. 23 2004, 1:16 pm

im sure everyone is familiar with the target-auto-attack system that is in nearly every MMO (simply scrolling through potential targets and telling youre character to fire at it untill you or it dies), it ruins the game, PLEASE, please dont use this, we want a game, not an interactive movie, right?

ConerVallore

GROUP: Members

POSTS: 232

Report this Sep. 23 2004, 4:18 pm

I agree, and I think this is how they plan to do it. I would like to see a faster combat system that played more like a 3rd person action adventure game than a traditional mmorpg.

SelarLover

GROUP: Members

POSTS: 41

Report this Sep. 23 2004, 7:30 pm

I think all attacks should be controlled by the attacker.  I feel phasers should be able to lock (but do a ton less damage than a torpedo), but torpedoes would have to be shot via leading.  I envision a game where strategy means everything.  This is in comparison with my experience.  SWG is a game where they will usually hit you no matter what.  No matter what you do, 80-90% of their attacks will slap you hard.  Where is the strategy in that?

StarTrekGamer4ever

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POSTS: 458

Report this Sep. 23 2004, 7:32 pm

It does take away from a game.

Ellessar

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POSTS: 1848

Report this Sep. 24 2004, 1:17 pm

I agree space combat should be a bit more free for the player.  But in temrs of player to player avatar combat it needs to stay auto attack.  You cannot havea mouse clickathon to see who is fastest.  That kills the game.  Diablo II was so terrible becasue that game was who could click their mouse the fastest.

Space Combat i agree should be handled like Bridge Commander

ConerVallore

GROUP: Members

POSTS: 232

Report this Sep. 24 2004, 2:12 pm

Quote (Ellessar @ Sep. 24 2004, 10:17 am)
I agree space combat should be a bit more free for the player.  But in temrs of player to player avatar combat it needs to stay auto attack.  You cannot havea mouse clickathon to see who is fastest.  That kills the game.  Diablo II was so terrible becasue that game was who could click their mouse the fastest.

Space Combat i agree should be handled like Bridge Commander

I agree, it should be faster, it shouldnt have auto attack, and it shouldnt be based on who can click faster. I think this should also be how ground combat works. An easy way to do this would be to still have a reload timer (like a weapon speed in other mmos) on each weapon or weapon system in the game. You could keep clicking but it would only shot when the timer was done (would normally be a madder of secounds.

EnderDragon

GROUP: Members

POSTS: 162

Report this Sep. 24 2004, 6:44 pm

by no means at all do you NEED auto attacking, there are ALWAYS alternative to it, just to accept that it must exist in some places is what im trying to avoid

Talonmane

GROUP: Members

POSTS: 160

Report this Sep. 24 2004, 10:21 pm

Starship combat should be handled in the closest approximation to ST 'reality' as possible.

Torpedoes have a wide variety of settings, yields, spreads, detonation triggers, etc.. While standard presets (firing pattern alpha 2) will be available to everyone, the ability to customize them should increase with skill. Since ships have limited stores of torpedoes, careful use will be paramount.

Phasers also have many settings, patterns, and options - more than most people realize. These should be handled in the same way I describe above, and the complex nature of phaser firing arcs on starships (the true firing arcs of all arrays) will reward players who can think tactically in 3-dimensional space.

Targeting for all weapons systems will not be a joystick shoot, but an assignment of targets to the firing computers with options for attacking specific sub-systems on the target.

Shield management should be interesting, with the ability to reinforce certain areas while coordinating with the Helm's choices for maneuver.

Power management with whatever power is given to you from Engineering and Ops will play a terrifically important part as well.


I don't believe character personal combat will be automatic. I believe their will be a timer built in based on the weapon, but that each shot will be executed by the player. Actually hitting, however, will likely be handled in the background based on character skill.

xAdmiralx

GROUP: Members

POSTS: 37

Report this Sep. 25 2004, 5:21 pm

Excellent I like the idea of attacking subsystems, I even emailed the Eve Online team about that, they realy didnt seem to care and told me to post in on the Idea forum, I dont think its cool to just attack and destroy, how about disabling the ship like taking the engiens out and running away or destroying their sheilds weapons, and pwoer systems and boarding. I also want fast paced Phaser fire I mean bridge commander the phaser fire ruined it for me..... In the shows the phaser fire hit and damaged what it hit wether its hull or shields, bridge commander it had like a 1 min burst of phaser fire. I think if your going to create a game based on a show/movie than it should have some sort of realism to an extent.

Talonmane

GROUP: Members

POSTS: 160

Report this Sep. 25 2004, 6:00 pm

What you're seeing is some of the different ways phasers can be used. The standard compression beam setting is a rather long-term continuous-fire shot. You can see this used throughout TOS and TNG and a bit elsewhere. There are many examples of short-burst shots as well, partcularly when the ship is in a drawn out battle and weapons patterns are critically managed to produce various effects on the target and conserve power since the ship is in a full-power-use or over-use state.

Bridge Commander ignored much of the real array and bank positioning and true arcs in order to simplify play. Of course, they also settled on a very simplified torpedo option model.

JazH

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POSTS: 1849

Report this Sep. 25 2004, 6:08 pm

Targetting sub-systems should only be a tool for the tactical and security officers...everyone else however should be made to attack people with random damage

Batty

GROUP: Members

POSTS: 48

Report this Sep. 25 2004, 10:52 pm

I would like to see something like 'Starfleet Command 3' except a beefed up weapons and power distribution options. Arcs should be very important though...I also think that if there is finally going to be a MMO about Star-Trek, they can also MAKE SPACE 3D! No more everyone flying around like they were attached to some kind of gigantic chess board in space.
Anyway, back to topic...Basically you would take all the stuff you do on 'SFC3' and divy it up to the respective officers. Of course you would have to make it based on some kind of skill or level.
I can just imagine everyone yelling at the pilot for flying around in stupid patterns. "I can't get a shot, moron!" or "Reinforcing aft shields!" "They're to port! Port!"

Ops: Shields, deflector, energy.
Security: Weapons, Security, damage reports.
Pilot: Manuvering.
Engineer: Repairs of systems, swearing?
Doctor: Healing...Duh
First Officer: Tactics
Captain: Overall strategy.
BTW: Who the heck does Comm?

I dunno about you guys, but Ops and Security seem to be where it's at. Captain might be fun, but I doubt it'll compare to those two.
Oh, and P.S. I noticed that something was missing, what the heck are Scientists supposed to do during a fight? It would be cool for Perpetual to come up with something for them.  :rookie:

Ellessar

GROUP: Members

POSTS: 1848

Report this Sep. 26 2004, 2:56 am

Quote (Batty @ Sep. 25 2004, 7:52 pm)
I would like to see something like 'Starfleet Command 3' except a beefed up weapons and power distribution options. Arcs should be very important though...I also think that if there is finally going to be a MMO about Star-Trek, they can also MAKE SPACE 3D! No more everyone flying around like they were attached to some kind of gigantic chess board in space.
Anyway, back to topic...Basically you would take all the stuff you do on 'SFC3' and divy it up to the respective officers. Of course you would have to make it based on some kind of skill or level.
I can just imagine everyone yelling at the pilot for flying around in stupid patterns. "I can't get a shot, moron!" or "Reinforcing aft shields!" "They're to port! Port!"

Ops: Shields, deflector, energy.
Security: Weapons, Security, damage reports.
Pilot: Manuvering.
Engineer: Repairs of systems, swearing?
Doctor: Healing...Duh
First Officer: Tactics
Captain: Overall strategy.
BTW: Who the heck does Comm?

I dunno about you guys, but Ops and Security seem to be where it's at. Captain might be fun, but I doubt it'll compare to those two.
Oh, and P.S. I noticed that something was missing, what the heck are Scientists supposed to do during a fight? It would be cool for Perpetual to come up with something for them. :rookie:

Well lets just start by syaing you have a lot of your terms wrong.  First of all Strategy is what takes place before combat.  It takes place on all levels from all encompasing national defense strategy to unit level strategy.  Tactics are what happens when combat begins.  Tactics are troop movements, formations, coordinating attacks, etc.  They are not the same thing at all.  Strategy doesn't exist in combat and tactics don't exist outside of combat.  That is why you for example here about national defense strategy not national defense tactics.

Second there is no position of Comm.  It is Conn with n not m.  The Conning Officer on board naval vessels anyway drives the ship.  He gets reports from the navigator, consults with the officer of the deck, and gives orders to the helmsman.  In practical naval terms the Conn does nothing since the conning officer is generally the most junior bridge officer on watch.  Typically the Conn asks the OOD or captain before he takes any real action.  Conn is really a learning position for JOs not a really vital job on the bridge team.

Now Operations is somethign kind of made up in StarTrek.  There are operations officers on Naval Vessels, but they don't have a position on the bridge.  OPerations officers handle schedules and things like that, not allocation of ship resources.  As for the XO (1st officer in the ST world) his function in combat is advising the captain and coordinating effort.  

Overall I think that space combat should not be skill related to your character.  Combat in space should be player controlled, related to ship class, and overall tactics.

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