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The New Fleet
Topic Started: 4th June 2012 - 08:07 PM (714 Views)
Pringles Man
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The Chief Designer of the Ilolan Republic

Hi. I was thinking of stating some of the drastic improvements which I thought would improve fleet.

Gameplay:
Ships now have health and shields. Sounds insane? Read on.

Ship stats:

Health: 300,000 kPm (It has its own HP bar)
Energy capacity: 500 TJ
Energy generation: 5 TJ/s (INSANE SHIELD REGENERATION RATE)
Shielding: 600,000 GJ
Tech value: I don't know, but Jagex's has a tech value bacause you get a ton of points for destroying itPoints are assessed as follows: 100 points for landing each enormolaser charge on the ship.(For the player who ran the charge) 1000 points to the entire team when the other ship is destroyed. ~Spiral
Weapon ports: One mega weapon port (Ilolian ship uses warped matter while U.N. ship uses enormo laser), one ordnance weapon port, one heavy weapon port, and 20 light rocket launchers

All weapons (except energy weapons) deal halved damage to the ship's hull. Kinetic weapons deal one eighth of their normal damage to ships. Only the enormo-laser and warped matter ball permanently deactivate shields. Enormo laser hits deal 150,000 kPm damage, and 600,000 GJ damage to shields. All players in the way of the enormo-laser and warped matter ball are roadkill. The first hit deactivates all of the ship's reactors and shields permanently. Second and third hits deal 150,000 kPm each. Enormo-laser explosion is a plasma/energy fireball which does more damage than anything in the game. I'll make a seperate thread on the warped matter ball.

The pit and ceiling barriers are also much less glitchy.

Finally, since fleet will be twice as large, there will be twice as many rocks. This means that Destroying them shouldn't be a problem. Here is my idea.

Rock stats:

Health: 50,000 kPm
Tech value: 0

All weapons (except energy weapons) deal halved damage to rocks. Kinetic weapons deal one eighth of their normal damage to rocks. Rocks are extremely resistant to flame and cryogenic weapons.
Map:

Twice as large as the original fleet. Rocks only explode when directly in contact with a ship's pixel[?].

Poll Results:
Spoiler: click to toggle
Edited by Blackout, 3rd November 2016 - 05:46 AM.
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elite hawk
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umm then what exactly controls the ships systems? I have an idea if you willing to listen :coffee:



i'm also so adorable with this avatar XD
Edited by elite hawk, 1st February 2013 - 07:37 AM.
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Pringles Man
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The Chief Designer of the Ilolan Republic

Sure, go ahead
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Blackout
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Community Organizer
Now under review.

The only things in the OP I might support is the rock health idea and the ship breaking rocks when the pixels of the actual ship collide with the rock. I could tolerate the ship stats stuff(everything above & including Tech value in the list), but I fear fleet would become much more of a spam fest of non-nrg reliant weapons.
Darrell
 
Let's make an "easter egg / random event" for fleet. Like for every 100 fleet games there will be a rock that will explode randomly. Either it will discharge a massive EMP, or it will explode similar to a Nuke. The epitaph will state something explaining the event, Player 1 was shocked to be caught in a radioactive rock's spontaneously combustion.
Sure.

Everything else I oppose(especially additional ship weapons and doubling the length of the map).
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Definitely Not Spiral
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Professional Faggot (US Navy Sailor)
Ok fuckers, the spooral suhlt trayne is chewchewchewing itself into the station:

WHY THE SHIPS SHOULDN'T MOVE:
  • This is way easier to code because Myrm is lazy as fuck.
  • If the ships are going to have health, they shouldn't be in range of player weapons from the opposing ship, they can easily be taken out by art spam.
  • The ship glitch can be eliminated.

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Pringles Man
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The Chief Designer of the Ilolan Republic

Lol so basically fleet doesn't change. In retrospect, I'm OK with it.
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Definitely Not Spiral
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Professional Faggot (US Navy Sailor)
[salt]Totally not pointing out that the only suggestion that was made after black's post wasn't even included in the polling[/salt]
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Blackout
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Community Organizer
I must have forgot to poll the ships not to move. Such happens when only 2 other people really care at the time.
I didn't plan on doing anything more suggestion related (beside the other one currently pending) while in the midst of possible suspension, but I've been made aware that I forgot to poll Spiral's suggestion above about the ships moving.

I will append the poll tomorrow if no further discussion is needed beyond then. I support not having the ships move.
Edited by Blackout, 30th October 2016 - 05:02 PM.
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Aoloach
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What were the results from the last polls? Was it that the ships wouldn't have HP or (quantifiable) Shields, and there would be a counter on screen displaying the number of shots it has taken?

Related question, maps change in size with the number of players, right? A 12 player fleet game is bigger than a 4 player one? So if I'm wrong above, and the polls decided on ships being given a certain amount of HP, then in some size games, artillery would be able to hit the opposing ship, and in others, it would not.

Also, if the ships do not move, what will be the trigger for auto-fire, if not distance? Point totals?

This has ramifications for games where one team is entirely defensive, for whatever reason. Here's an example scenario. Two teams at similar skill levels, where one is wholly defensive and the other is a mix, will usually have the offensive team unable to score, and the defensive team racking up points, until auto-fire begins. This leads to the defensive team winning, if the offensive team fed them enough points. However, as the ships move closer before auto-fire begins, the offensive team has the opportunity to get to the opposing ship and back before the defense can kill them. So if the offensive team can avoid feeding points to the defensive team, they may be able to win as the ships close in distance.

With the suggestion that the ships remain in place at the ends of the map, then the defensive team, while having less ability to hit the opposing team on their ship, has a higher chance of killing scorers in the intervening space. Thus, these games prefer the defensive team.

This may not be the most common case, of course, but it's still worth taking into account, for an analysis of the costs and benefits of having stationary ships.
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Blackout
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Aoloach
31st October 2016 - 12:19 AM
What were the results from the last polls?
All in the spoiler at the bottom of the OP.
Aoloach
 
Related question, maps change in size with the number of players, right? A 12 player fleet game is bigger than a 4 player one?
Good question.
Aoloach
 
Also, if the ships do not move, what will be the trigger for auto-fire, if not distance? Point totals?
Same duration as it takes fleet ships to move .
Aoloach
 
...However, as the ships move closer before auto-fire begins, the offensive team has the opportunity to get to the opposing ship and back before the defense can kill them. So if the offensive team can avoid feeding points to the defensive team, they may be able to win as the ships close in distance.
Very good point I forgot to consider. This changes my opinion.
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Definitely Not Spiral
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Professional Faggot (US Navy Sailor)
Map does not expand based on player count in fleet, I've pointed this out previously
Most of the problems that occur inside a fleet game can easily be circumvented if the ships don't move

OR

They do move but you should be able to fly under the ship and fire under it freely, While explosions and whatnot do not affect the underside
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Blackout
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Polls appended; 48hrs
Spiral
 
Most of the problems that occur inside a fleet game can easily be circumvented if the ships don't move
Which problems? The only thing I can think of is ease of programming. Glitches will be patched, as has been stated multiple times (if that's what you're referring to).
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