I think it would be reasonable that not all of your required crew are actually essential, so I think it would be sensible that some % of your required crew could be utilised in an offensive boarding action on the proviso that you have more crew than the enemy and greater strength in the combat width. These are all actually the more desirable approaches, that haven't been done initially due to complexity/controversy/effort. Also, ideally you don't see the enemy combat strength and odds without them. Allows you to properly gain use from little-used equipment, to both identify threats (pirates equipped for boarding), and targets.A "combat width" has been implemented - which truncates the array of boarding strength calculations to the number of crew which are actually able to engage.They're presented in order of application, not in order of objectives, hopefully for ease of seeing how the system builds up as a whole: Loss of crew in offensive actions must lead to some lingering gameplay impact.Īs such, the following steps are involved in developing the system to conform with those objectives taking consideration of the resultant outcomes.A stat must be used in a way that is either naturally expected, or aligns with an expectation unequivocally communicated to the player.Boarding is not a minigame, the effort remains in the planning and preparation stage.Outfits like "Security Stations" and "Pug Biodefences" must be changed to act as either force multipliers or destructible equipment (possessing a method of expiry).Your "required crew" (or at least some appreciable fraction of it) must not be usable in offensive boarding action (though may be able to be drawn into it if you're forced to defend).Some set of boarding-related outfits must have a method of expiring.A trade-off must exist between having more crew, and having better equipped crew.The effectiveness of boarding-related outfits must have variable effectiveness.The following outcomes are resultant of these: Consequences for repeated mismanagement (reputation as an employer) exist.Outcomes and behaviour of the system conform to typical expectations.Retain point-of-game investment for continuity of experience.AI opportunistically boarding you should be something possible and, equally, something counterable.Crew required for ship operation should not automatically be considered for boarding actions.Protracted fights should risk resource expiry of more than just crew availability.Simply maximising the number of crew in the fight is not inherently the solution.No single set of outfits for offensive boarding actions is superior in all situations.The following objectives apply to the Boarding Rework Project: Idea: Capture odds & scanner utility #5820.Diversified H2H Equipment Behaviour in Boarding and Capture #5425.Pirates and other enemies should engage in combat when they board you #4019.
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