Improved Mothership Battles
Posted: Wed Sep 10, 2008 10:05 pm
1 turn per attack 2 turn minimum
Attacking player initiates the battle.
Attacking player hits first (Element of surprise) damages are Attacker (offensive Strength) - defender (defensive strength) \ 100 . For each point left over .99 decreases shield power and just .01 damages energy volley. I assume you will change formula based on current formulas in use, but the idea is to slowly draw down the shields, in evenly matched battles.
Defender returns attack using same formula as above.
Attacker hits again followed again by the defender attack. Total damages are presented to attacker
Defender should get a bonus due to being in his home system a small +defense multiplier and a small +attack mutiplier. The attacker gets a moderate +attacker bonus +5% (feel free to adjust) on only the initial two hits again element of surprise. further more the attacker bonus occurs only on the first two MS attacks of the day, since one assumes the defending MS is standing ready and alert for any subsequent attacks from any enemy.
After the minimum 2 turn attack the Attacker is presented with a attack again button and a jump to hyperspace button (reasons are obvious). Another button can be presented to the attacker to launch/dock fleets to add to the offensive power. The defending MS will automatically launch all available fleets if the option was set on their MS to aid with system defense (can be placed next to send MS exploring). After every one turn results are displayed and buttons re-appear.
Now to make things interesting is a random factor. 3 hits to your hyperspace drive will render your MS committed to attacking until you or your enemy is destroyed. You can base hits to the hyper drive based on damages getting through the shields. Either way the attacker has the choice to run when the 2nd hit to his hyper drive is displayed or if he is getting too much damages. The defender cannot run since they must protect their home system at all costs.
If you launched fleets it takes a full turn to put them back into the hanger prior to jumping to hyperspace, and if your not careful you risk losing your hyper drive to recover your fleets. One assumes you can abandon your fleets and jump to hyperspace as well. Any abandoned fleets are destroyed automatically.
I am a firm believer the defending MS must be disabled in a MS battle prior to taking any planets. Any ms in your home system is expected to engage another MS upon entering your system.
Its just a rough idea on how to make MS battles more interesting. The idea is too trade MS weapons fire while decreasing shield strength and drawing out the battle. I would like to see 100 - 200 turn attacks being done between two evenly matched Motherships.
just an idea....
Attacking player initiates the battle.
Attacking player hits first (Element of surprise) damages are Attacker (offensive Strength) - defender (defensive strength) \ 100 . For each point left over .99 decreases shield power and just .01 damages energy volley. I assume you will change formula based on current formulas in use, but the idea is to slowly draw down the shields, in evenly matched battles.
Defender returns attack using same formula as above.
Attacker hits again followed again by the defender attack. Total damages are presented to attacker
Defender should get a bonus due to being in his home system a small +defense multiplier and a small +attack mutiplier. The attacker gets a moderate +attacker bonus +5% (feel free to adjust) on only the initial two hits again element of surprise. further more the attacker bonus occurs only on the first two MS attacks of the day, since one assumes the defending MS is standing ready and alert for any subsequent attacks from any enemy.
After the minimum 2 turn attack the Attacker is presented with a attack again button and a jump to hyperspace button (reasons are obvious). Another button can be presented to the attacker to launch/dock fleets to add to the offensive power. The defending MS will automatically launch all available fleets if the option was set on their MS to aid with system defense (can be placed next to send MS exploring). After every one turn results are displayed and buttons re-appear.
Now to make things interesting is a random factor. 3 hits to your hyperspace drive will render your MS committed to attacking until you or your enemy is destroyed. You can base hits to the hyper drive based on damages getting through the shields. Either way the attacker has the choice to run when the 2nd hit to his hyper drive is displayed or if he is getting too much damages. The defender cannot run since they must protect their home system at all costs.
If you launched fleets it takes a full turn to put them back into the hanger prior to jumping to hyperspace, and if your not careful you risk losing your hyper drive to recover your fleets. One assumes you can abandon your fleets and jump to hyperspace as well. Any abandoned fleets are destroyed automatically.
I am a firm believer the defending MS must be disabled in a MS battle prior to taking any planets. Any ms in your home system is expected to engage another MS upon entering your system.
Its just a rough idea on how to make MS battles more interesting. The idea is too trade MS weapons fire while decreasing shield strength and drawing out the battle. I would like to see 100 - 200 turn attacks being done between two evenly matched Motherships.
just an idea....