Station-Ship Combat Suggestions
Posted: Tue Dec 13, 2022 10:34 pm
Having reached year 2051 playing the Resistance, I've got some thoughts about this game I love to hate.
1. Allow placement of ships on a grid that includes behind a station (so station is between player & enemy ships).
2. Station defenses may be controlled, aimed jointly or individually.
3. Shields! If "defended". Might be cool as opposed to "always on".
4. Armor! I don't know if this is actually implemented, accounted for, or assumed - but having the same armor options as ships. Including exotics.
- ...could be coded into Layered Defense Array and applicable to habs on planet surfaces.
5. Padlock "all" on-off for ships.
6. Fighters (i.e. - deploy / recover station drones).
7. Ships have a "Station-keeping" function to remove the need to "stop" which results in a flip & burn maneuver exposing the ship aft section.
- If a ship/fleet is docked when an enemy force attacks, those assets should not be "flying away" from said station when the battle is joined.
8. Ships have an "orbit" function that may be executed during combat/defense of a station.
9. Station Marines - Boarding Parties.
- If an enemy ship is sufficiently damaged, ELite Marines can launch boarding pods from a station to attempt a capture.
- Players may use the color coding damage mechanic allowing them to surmise when an enemy ships' PD are disabled (so they aren't simply fodder).
10. Ship/Fleet "Patterns" - some canned "Picard Maneuver" type stuff similar to the micro-maneuver options available at the per ship level.
- Some options:
-- Fleet "Burn like hell Canterbury" option. This would be useful to avoid kamikaze aliens and other fast movers.
-- Fleet/Ship "Flip and Burn" - replace current "Stop", attempts to reverse current heading by 180.
-- Ship/Fleet "All Stop", as is with "stop" but assumes station keeping once stopped.
11. Ship/Fleet "rescue".
- A mechanic to reacquire ships that have expended all fuel or are damaged to the point of zero thrust.
- Possibly a tanker-drone automation provided by the station (so we don't have to scuttle a ship & toast the entire crew in the process).
12. Station & Ship "Self destruct" - so we can take those bastards with us.
-- Related (but not combat dependent) --
13. Improve the alien "hate meter".
- I'm encountering aliens every turn and that thing is sitting there showing me a status from 6 years ago.
- Supposedly MC affects this but you'd never know it. I'm at 26/248 and their rage hate is still reporting as 50+ (red).
- Use a number value, a tooltip mouseover for the current 5-diamond color coded iterative widget.
14. Fleet view Auto Refresh
- Whenever repairs or refueling is complete, this view updates to show the current fleet status without the user having to force refresh it.
15. Hab view includes an icon indicating an incoming enemy fleet (once detected).
16. Hab view tooltip for the icons appearing to the right of the hab/station label (not the resource icons - we know what those are).
- Document this on the wiki in the "Habs" section.
1. Allow placement of ships on a grid that includes behind a station (so station is between player & enemy ships).
2. Station defenses may be controlled, aimed jointly or individually.
3. Shields! If "defended". Might be cool as opposed to "always on".
4. Armor! I don't know if this is actually implemented, accounted for, or assumed - but having the same armor options as ships. Including exotics.
- ...could be coded into Layered Defense Array and applicable to habs on planet surfaces.
5. Padlock "all" on-off for ships.
6. Fighters (i.e. - deploy / recover station drones).
7. Ships have a "Station-keeping" function to remove the need to "stop" which results in a flip & burn maneuver exposing the ship aft section.
- If a ship/fleet is docked when an enemy force attacks, those assets should not be "flying away" from said station when the battle is joined.
8. Ships have an "orbit" function that may be executed during combat/defense of a station.
9. Station Marines - Boarding Parties.
- If an enemy ship is sufficiently damaged, ELite Marines can launch boarding pods from a station to attempt a capture.
- Players may use the color coding damage mechanic allowing them to surmise when an enemy ships' PD are disabled (so they aren't simply fodder).
10. Ship/Fleet "Patterns" - some canned "Picard Maneuver" type stuff similar to the micro-maneuver options available at the per ship level.
- Some options:
-- Fleet "Burn like hell Canterbury" option. This would be useful to avoid kamikaze aliens and other fast movers.
-- Fleet/Ship "Flip and Burn" - replace current "Stop", attempts to reverse current heading by 180.
-- Ship/Fleet "All Stop", as is with "stop" but assumes station keeping once stopped.
11. Ship/Fleet "rescue".
- A mechanic to reacquire ships that have expended all fuel or are damaged to the point of zero thrust.
- Possibly a tanker-drone automation provided by the station (so we don't have to scuttle a ship & toast the entire crew in the process).
12. Station & Ship "Self destruct" - so we can take those bastards with us.
-- Related (but not combat dependent) --
13. Improve the alien "hate meter".
- I'm encountering aliens every turn and that thing is sitting there showing me a status from 6 years ago.
- Supposedly MC affects this but you'd never know it. I'm at 26/248 and their rage hate is still reporting as 50+ (red).
- Use a number value, a tooltip mouseover for the current 5-diamond color coded iterative widget.
14. Fleet view Auto Refresh
- Whenever repairs or refueling is complete, this view updates to show the current fleet status without the user having to force refresh it.
15. Hab view includes an icon indicating an incoming enemy fleet (once detected).
16. Hab view tooltip for the icons appearing to the right of the hab/station label (not the resource icons - we know what those are).
- Document this on the wiki in the "Habs" section.