I'd love this, as long as there's a way to try and avoid a fight entirely or if the penalty isn't that great. I'd love to fight with other ships from time to time, but I can picture times where I wouldn't want to be fought. ( Ex: a planet of mine is suffering a natural disaster or something. )
I dislike that idea. While ship battles I am merely ambivalent toward (don't really need it but won't complain if it'll be added one day), presented the way OP did it it either would be a feature never used (in a nearly infinite world, how often you think players will choose the same path, to the same place, at the same time?) or, even if there'd be system for catching up to other's ships - it'd quite possibly mess up plenty of fun for some people as there would be several issues: First, obviously the status of the ship as a safe haven would be destroyed. Then, if such battles would happen regularly, some players would have to turn their vessels into minmaxed battleships at the price of actually not having nice lil place to rest they hoped for, or risk getting their butts handed to them. Unless battle capabilities wouldn't be dependant on ship's equipment, which would be as bad as then it would be mostly random chance that'd decide who's winning. Not to mention differences between ships of different upgrade level. Those who would have their butts handed to them would also have to deal with this repetition of yet another repair after yet another battle, often on the planets they don't want to be on, have no fun in being on, is not where they were certainly going and generally - it's pain in the butt. Not to mention fun times where some starting player will lose the battle and the closest emergency landing planet will be high-level rape world of testicle-shredding difficulty. Good way to make said player hate you and your family, claim that Chucklefish messed up their game and generally be angry and disappointed.
If your ship is stationnairy, it cannot fight. Other people cannot fight a stationnairy ship. Yes, it would be quite rare that two player get to fight each other but if you read carefully the suggestion, I said NPC battles, which would be FAIR battles, would sometimes occur in which, if you are victorious, you get an upgrade to your ship. Also, I said that when a neutral ship battles an agressive ship, the neutral ship gets a bonus like 75% more evasiveness. Also, to repair your ship, you only have to pay a very cheap fee and the repair is instatanious.
meh, I would say it's free, and it would take a relatively long time so you'll have to explore the planet a little before going to your original destination.
Maybe your ship will detect pirates,when they are detected a message will pop up-Pirates detected,they will arive in 10:00 (10 minutes) so player can actualy prepare for attack
Fair as in what? Autoscaling would be horrible choice, I am afraid since it defeats purpose of the upgrade in the first place - and what upgrade would that be? Flat stats increase? More info is necessary, so far I am afraid I am still not convinced that this way of doing space battle would appeal to me. With evasiveness I also see no point in the whole work, since aside from occasional coupleo of PvPers here and there, people will easily avoid each other. Also, there's still the unanswered and resolved issue of ship being actually a safe haven.
I don't think that intergalactic travel would last 10 minutes. And about fair battles, winning shouldn't upgrade your ship stats. If you win, you continue your journey like if nothing happened. Your ship should be a safe haven only when it's stationary. When you travel, you never know what could happen.
Plus, you travel for (brmbrmbrmbrm) 5 seconds. That means you have 5 SECONDS when you can be attacked. If you get that A house built on a planet with nice defense could be a safe heaven and your ship, when stationnairy, could be too. Aboput you Mr.Pixel, I differ from Pandalf's Idea because I think knowing that pirates or any ennemy is coming to attack you would be nice, because you would have two choices: get away or fight. Getting on another planet could make it so you can ignore the fight, plus that would make you explore more planets. And really Witness, please give awnsers instead of questions. Be helpful.
So actually registrated to give my ideas aswell about the topic space combat. I personally would like to see them ingame aswell. But indeed this is a bit difficult topic. First of all, my ideas after i have seen the ships, etc. for space combat would be like this: Ship weapons should be weak. Ok, possible not weak, but the armor very strong then. We don't need some few hits and the ship is down. At least not by player ships. NPC ships could be more fragile, dependent on the version. > People who don't want to fight should be able to get away fast without large damage > fast griefing should be avoided I personally don't like the idea of safe ships in orbit and only fighting between jumps. Wouldn't aswell work. The 10 minutes idea as warning is a nice idea, but woudn't work aswell, because the ship would be there to fast. So another idea from me: 2. Sensors shoudn't be able to detect ships to fast. First of, you have to scan the orbit, what could even take up to a minute or longer to scan the full orbit and detect another ship in orbit. But ships already in orbit could detect some subspace disturbance, when the other ship arrive. Most likely the player will start to scan when he arrives in orbit. So its for another player in orbit or on the planet, that he knows from the arrivel. But to get the exact position, he should have to scan down the orbit aswell. Until the ship is detected, he can set course for it. As the ship approach, the other ship will detect it automaticly, when it closes in. > No surprised attacks, where the defending ship is in the disadvanced position. > Time to prepare for the situation, or to retreat. 3. Engines should be good protected. Possible would be, that the ships only have forward facing weapons and so a fight would be a stand of. Donno how the combat system would be made, but i don't expect something more advanced like FTL. And this hasn't to be, because its no space flight simulation. So lets get to my ideas for ship equipment and combat: So i actually think about the combat system like a stand off from 2 ships facing themselfs. The ships could have some weapon station in front of on open forward facing room. The Tier 1 ship woudn't most likely have the ability to carry weapons, because the only room has the cockpit forward. Think this could be fine, because it would avoid the typical i would make a char just for shooting others behavor. And because of point 1, aswell a ship from a new player should be able to escape easily. The Tier 3 ship as example would have 2 rooms who are open forward to space and could possible take two weapon stations. Because of the forward facing weapons, the engines would be relativly protected to avoid a shut down of it very fast. So jumps away should be possible. When the ship has taken some damage, it should have more and more problems to get the jump engines online. So if somebody getting into the fight it shoud become more difficult to get away after half of the fight. But somebody who want to avoid the fight should be able to get away fast and safe. Some nice repair games could be nice aswell. The idea of EVAs would be nice for repair. Going on the hull and then building with metal blocks on the hull to get holes fixed up. My idea would be to first have some smaller hull damage you can see, who gets larger when the section is hit again and finally breaks and the air of the section will be pulled out. Blowing a ship up finally shoudn't be to easy.
Liking the idea, perhaps if it would be like FTL it would be fun, you could create hallways and traps on your ship while the the pilots fired on each other and boarding the other vessel would result in a sort of minigame arena match, where if you die you have to wait for the fight to end before you can respawn.
Nice idea with the boarding. Automatic canons on the ship could be nice aswell who protect the inside. For the outsite weapon, i think it should take some space inside the ship. Possible needing a weapon room. The large barrel on the outsite the ship, but the rest of the weapon, like the loader in the inside and forward area of the room. Behind it the weapon control console with a chair, a PC or NPC can man, to increase the effectivity, behind this chair the magazine for projectile weapons, or the power generator for energy weapons. This would give a heavy armed ship some disadvances in internal space and would work nice with the now known ships. Tier 1: No weapons at all Tier 2: Don't find the link atm, but i have seen one looking like the Tier 3, aswell with 3 engines, but the 2 rooms at the end of the ships where not there. Donno, if this was canon or yust a fan project. But such a construction could carry 2 cannons aswell, but would only have 2 rooms for other systems left. So a real battlecruiser, who can't do much more. Otherwise it could carry 1 weapon and has 3 other free rooms then. Tier 3: Would have place for 2 weapons aswell in the forward open rooms and would have 4 other rooms to take systems on. So could do different rules aswell then. This would make the balance between combat ships and as example transport ships. I actually have aswell ideas for 6 weapons. Don't think we need to many, otherwise everything would be to complicated. Yust this 6 in different tiers. Railgun: One of the earlier weapon. Works like a machine gun, low damage output per shoot, but it will shoot nearly non stop. Not the highest accuraty, but it will make good spead damage and will hit, because of the quantity of the projectiles. Need munition to work and will eventually run out of ammunition, but can fire with full speed until then. Well suited against smaller ships. Coilgun: Slow firing weapon, aswell not the most advanced and accurate. But it hits hard and can make heavy damage with few hits. But slow firing rate. Need munition to work and will eventually run out of ammunition, but can fire with full speed until then. Well suited against larger ships. Lasergun: Average firing weapon. Very accurate, but lower damage output. Ideal for disabling targets. Will need a power generator to work and can only fire with a higher speed for a limited time. Well suited against smaller ships. Plasmagun: Slow firing weapon, with a aswell lower accurate, but very hard hitting. Deals heavy damage. Will need a power generator to work and can only fire with a higher speed for a limited time. Well suited against larger ships. Rockets: Small accurate rockets, but with a smaller yield. Need munition to work and will eventually run out of ammunition, but can fire with full speed until then. Well suited against smaller ships. Torpedos: Large not so accurate rockets, but with a large yield. Most likely the weapon with the largest damage output per shot, but would miss the target very easily. Need munition to work and will eventually run out of ammunition, but can fire with full speed until then. Well suited against large ships. So weapons suited better or not so well against different targets. Would add some more tactical element. Not yust building in something and fine. But should aswell work with all weapons to the highest level, because all weapons should exist in different tiers and so aswell high level versions of them.
Well, think people could board some "dungeon" NPC/randomly generated spaceships for loot and stuff, but I am really hostile regarding the player spaceship assaulting idea. I mean, come on, spaceships are supposed to be savehouses, the safest areas for a player, his castle with his rules! You can't desacralize the holy super safe hideouts!
Space combat woudn't work at all, if the ship is completly safe. For the reason i suggested it as very defensive at all. Large boni for the defender shoudn't be there, because it woudn't fit. The attacker can make the same manovers, etc. But an attack should take some time and a player who don't want to fight at all should get enough time to avoid the attack. Because of this i would be strictly against engine jammers or one hit disabling of engines. For the reason i suggested a front to front stand off with only forward facing weapons. But indeed, how i suggested in this thread here: http://community.playstarbound.com/...s-more-than-what-you-might-think.23764/page-3 It should be possible to disable space combat at all. I have only written over the NPCs now, but on servers with different players, there should be a sever setting to disable the space pvp aswell, what should be shown to the player by the server infos.
One thing that could solve the issue of safe-haven VS. danger to the ship - is to designate areas in space to different races\pirates. about 70% of space would be safe, and free of any military ship presence, and when entering the 30% one will take into account that his ship could be destroyed in rough encounter. PVP however need on\off switch anyway. Another thing - the FTL combat is in split-screen which I think is pretty brilliant, and fits in the context of the game. Boarding is a bit tricky if one needs to handle it from a single player perspective, and perhaps shouldn't be mixed with direct space combat like in FTL. I think the combat can involve ships distance and when distance becomes close enough boarding becomes an option. An option to avoid ship destruction could be wreckage status - a ship is so damaged that it can't be used and you must eject with space pod. You can, however, return to the ship later and repair it. This way nothing is permanently lost (probably you wouldn't be allowed to have too many wrecked ships at the same time, but up to that)
I don't like the idea with the ship beeing destroyed aswell. You have done a lot to get to the point, that you have a high tier and most likely have all things from valure in your ship. So the distruction could lead to the lost of most things you have gained. And this should be avoided. Damage and not able to fly anymore by crashing on the planet and the need to repair the ship is a nice thing, but the main structure of the ship should be invulnerable. Aswell boarding and get stolen some of your stuff should be fine to. But then we need some safes, where you can put in the value stuff you don't want to lose. Possible a unbreakable safe, you can only place on your starship. If you get boarded. they can't get on the stuff inside. So you have a safe area where your stuff can't be stolen. Possible would be more as one safe or the possibility to increase the safe area. Another question is, how should it work by getting the ship disabled? If there is the possiblitiy to fly to areas without a planet and a battle happens, then you can't crash. Possible would be, that your ship is indeed a wrack without energy anymore. But how should you leave it? Your ship is already your travel gadget. One other way could be, that planets are really the only place, you can have a combat. Suns and Gas Gigants could be so large, that they would interfere with the sensors, so that ships can't be detected there. And empty space is so large, that the ships wouldn't encounter, even if they fly to the same empty coordinates.
honestly I would imagine that you would play your character while in your ship, and depend on your ships shields and firepower that you build block by block programed to follow what you program into it to the letter as you climb into the enemy craft or control it directly to crush your enemies!
Hmm, yes shields. Had them in mind aswell. But for example, i keep it simple. A shield generator would be nice aswell and could add some tactical elements. But donno, how complex the developers want to have the game. Blocks to control it. You mean the ship? Well for this part consoles would be nice you can man. But question is, how detailed it should work. At least firing, retreat and fly close should be in. Possible aswell evasive actions, where the weapon accuracy from both ships could drop. If you mean blocks to build on the ship to use it for different things, then this would be one of the main game parts. Of course you should aswell be able to use blocks and tools to repair damage on your ship. How told, the crash landing should only be a ship disabled, i take my tools and start repair, possible some steel blocks to fix the hull and when the ship is ready again, i start up into orbit again. So nothing loosing the ship. Would be a bit cruel. Of course the battle would most likely take part in the conventional ship view. The enemy could be displayed as small picture and when you get close for boarding, you will see it directly aswell. Thinks you could see would be the shoots from the enemy ship and aswell the shoots from your own ship. Then depending on if crew mens the stations, the systems would work (better?). So running around trough the ship should work aswell, but if you don't have somebody on the helm then, evasive actions could become difficult.
Here's my three cents: First cent: There could be "instances" when two or more ships are close enough in realspace that could be used for a variety of purposes, including boarding, trading, assisting in repairs, and battles. The center of the instance is the average center of the ships, and you can exit the instance if you can get far enough way from the center and your warpdrive is operational(Yes, you can maneuver in an instance.) Characters and non-warp capable vehicles can move around in an instance but do not count towards the average center. Second cent: When components of a ship are shot at, they get disabled instead of destroyed. If you're on softcore, they stay that way and can be repaired after(or maybe during) the battle(Happens automatically, but requires pixels in a "repair" bank so you don't drain your savings. If there isn't enough, you can set priorities beforehand.)Furthermore, engines, powerplants, lifesupport, and the warpdrive should remain at least minimally operational. If you're on hardcore, the component can be destroyed with a few more shots and must be made again from scratch. Third cent: I know FTL is supposed to be good, but I think maneuvering ought to matter. Armor could be regional, and if it's destroyed, components underneath can be shot at. Different weapon arcs, tracking speed and non-hitscan weapons could give smaller ships a chance to dodge larger ship's shots. You could keep damaged armor and weapons away from the enemy while pounding him with your undamaged broadside. All interesting tactical situations and solutions, just because we can move around our ships during a battle.