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First, I would like to thank Niels for preparing new update with a new combat system. Still, I get a feeling that this change was not properly tested before the release. It is good to bring some variation into the system, but there are some important issues to mention:
1) The combat seems to last longer than previously, so the gameplay is not as dynamic as it used to be.
2) The random component makes it hard to execute 'combos. For example, capturing a ship has become a bit of a nightmare. Chance of successfully performing EMP + Boarding was quite low (relatively high miss chance) and now it is even worse, because a player needs to get lucky with getting these 2 abilities in succession. Recently, I had 3 EMP abilities to use and no boarding whatsoever.

A possible solution would be to fix some abilities, so that they are always present. Or maybe give player a choice to change 'purpose' of ability fields. For example, a player could say 'I want to have 4 fixed slots for EMP, boarding, target lock and taunt and 3 random slots that can roll new combat abilities'. I think that this would fit quite nicely in the game and (hopefully) should not be too difficult to implement. A few aspects can be considered:
1) We know we have 7 ability spaces. Should a player have a choice on how many are fixed or variable or should it be hard locked in a certain proportion. In this last case, it is convenient to assume that there should be at least 2 abilities fixed and 2 variable in order to allow 2-skill-combinations and give appropriate variability.
2) Should the player be allowed to disable some abilities from being randomly selected? Personally, I have never used 'Flee' (Pirate) or 'Scattergun' (Bounty Hunter) or 'Focus Beam' (Fleet Officer) abilities, but they are obligatory for some classes. It sometimes seems a waste to roll them if we don't use them. Of course, a player should not have a possibility to choose which new (basic) abilities are rolled. Only normal abilities.

If it is not possible to arrange something like above, maybe a solution would be to limit appearance of some abilities to just 1 or work out a proportion of basic / non-basic to be rolled. Something to make combos like ship capture more viable.

Kind Regards,
Solon
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Solon: First, I would like to thank Niels for preparing new update with a new combat system. Still, I get a feeling that this change was not properly tested before the release. It is good to bring some variation into the system, but there are some important issues to mention:
1) The combat seems to last longer than previously, so the gameplay is not as dynamic as it used to be.
2) The random component makes it hard to execute 'combos. For example, capturing a ship has become a bit of a nightmare. Chance of successfully performing EMP + Boarding was quite low (relatively high miss chance) and now it is even worse, because a player needs to get lucky with getting these 2 abilities in succession. Recently, I had 3 EMP abilities to use and no boarding whatsoever.

A possible solution would be to fix some abilities, so that they are always present. Or maybe give player a choice to change 'purpose' of ability fields. For example, a player could say 'I want to have 4 fixed slots for EMP, boarding, target lock and taunt and 3 random slots that can roll new combat abilities'. I think that this would fit quite nicely in the game and (hopefully) should not be too difficult to implement. A few aspects can be considered:
1) We know we have 7 ability spaces. Should a player have a choice on how many are fixed or variable or should it be hard locked in a certain proportion. In this last case, it is convenient to assume that there should be at least 2 abilities fixed and 2 variable in order to allow 2-skill-combinations and give appropriate variability.
2) Should the player be allowed to disable some abilities from being randomly selected? Personally, I have never used 'Flee' (Pirate) or 'Scattergun' (Bounty Hunter) or 'Focus Beam' (Fleet Officer) abilities, but they are obligatory for some classes. It sometimes seems a waste to roll them if we don't use them. Of course, a player should not have a possibility to choose which new (basic) abilities are rolled. Only normal abilities.

If it is not possible to arrange something like above, maybe a solution would be to limit appearance of some abilities to just 1 or work out a proportion of basic / non-basic to be rolled. Something to make combos like ship capture more viable.

Kind Regards,
Solon
Today I just have time to answer (I'll check the thread later again), that boarding is different now. It´s sufficient if either the enemy ship is EMPed or alternatively the enemy shields drop below 25%. So boarding actually quiet easy.

The other requirements are still necessary:
• You must have modified your cargo bay to hold “boarding shuttles”. This does not apply to corvettes, which are manouverable enough themselves to dock at an enemy ship.
• Innovative (and mean) scientists have discovered that the best defense against enemy boarding attempts are … well … closed airlocks. So in order to actually enter the enemy ship, your boarding crew has to open the airlocks before the enemy ship becomes mobile again. To do this you need to have the “short circuit” skill to accomplish this. This skill is only available in the skill trees of the “fleet officer” and “bounty hunter”. T he pirate profession doesn´t have and need this skill, because pirate crew members naturally have this ability. You can hire pirates at pirate outposts.
• It is not a requirement, but you should have a crew capable of close quarters combat, usually space marines, pirates or – if you´re lucky – battle robots.

Scattergun is extremly more powerful, because it just uses 1 AP and can counter missiles.

Please check the changes list. I am not sure, but I think you might not make best use of the changes.
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nielsbauer: Today I just have time to answer (I'll check the thread later again), that boarding is different now. It´s sufficient if either the enemy ship is EMPed or alternatively the enemy shields drop below 25%. So boarding actually quiet easy.
Thanks, I had missed that. Boarding will be quite a bit easier.

I only had time for a quick look, but I was liking the changes so far. One game I have going is a pirate empire with two systems invaded and I invaded a third myself. Plenty of combat to try out when I have time to play (Monday-ish).
Thank you for your reply. I don't think that this boarding change was mentioned in the update notes. If this is true, then there is no problem with boarding and the changes proposed above are not very justified.

Regarding, scattergun - I just prefer to get a battleship with gatling cannon, in which case the ability seems (?) useless.
I'd just like to add in and state that while it may be true that boarding now requires either -25% OR EMP now, it doesn't make it any easier due to the fact that RANDOM skills appear regardless of my skill purchases or class...

I might at the time have EMP, but if my, or a random one, Boarding skill isn't on the bar, well so much for that....

I get that the creator wanted to make the combat system different, but really?!?! RANDOM!?!?!
Please, correct me if I'm wrong, because otherwise I don't get the point of Having a class, or even choosing Skills... I can't even follow through with my Old Characters combos pattern, for which I built him for, from a previous version of the game I have...

This was my proposed solution: (Sorry, don't really know how to link to a specific post)

If you wanted to add some "Variety" to the combat system, I would recommend you change it back to the old skill bar, but add a second skill bar (Visible bellow the first) with maybe 2 to 4 slots in which you "RANDOM" powers appear.

Further, you might want to only include powers from the player's chosen class. It makes the choice more important.

If you then really wanted the player to be able to have some powers from other classes, I'd add to the Spaceport Bar (In Hire Crewmen). Just add a tab with Special Recruits, Each being either a Crewman, Officer, Pirate or Space Marine, but with a character name, and THAT recruit can grant you a special power.

These Special recruit powers could go straight into your Regular one, but you may want to cap how many a player may have active at a time, or to make it simple, they could instead be added into your RANDOM BAR.
Post edited May 17, 2014 by khtv99
Scattergun is an amazing skill for non-battleship play, as it allows low-AP missile interception with bonus damage. Its also a cheap finisher if a target has a sliver of health left.

I feel that the combat system is very reminiscent of deck-building games, but with the problem that we aren't given control over building our deck-so perhaps some way of assigning skill weightings while out of combat would be useful while still maintaning the intent of the current skill system
Post edited December 22, 2014 by Solar1313