Battlescape combat flight model

[quote=“Sab1e, post:20, topic:400”]
I think the key to it would be to make sure no weapon type is intrinsically “better” than another. Make players think about trading off manoeuvrability for power etc. That way people might be able to find a combination that best suits their play style, while still staying competitive.[/quote]
Rock Paper Scissors?

Well obviously it wouldn’t be too hard to fit simple rock-catapults to smaller craft, while corvettes could perhaps launch boulders and the like. As for paper, it is clearly a multi-purpose tool, capable of catching those pesky pebbles and inflicting nasty paper-cuts on an opponent’s armour. Scissors would be more challenging as a close-range weapon, but since it’s very hard to chop rock they would be perhaps better suited to dicing those armed with paper-shielding.

I think you could be onto something there.

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And now I want to see a Rock-Paper-Scissors mod for a game that hasn’t begun its kickstarter…

That said, RPS could work with fighters/bombers/capships or something similar with the varied ship types, but it may not be the best to have this kind of balance between similar roles, like fighters. Otherwise, it may feel like your victories aren’t that great (it was too easy) and your defeats unmerited (I had no chance).
And, as was seen in the old forums :

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Ahh yes, Good times :slight_smile:
Can’t wait to blast a few of you nuggets into an unstable orbit again, in Battlescape of course :wink:

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Bringing this one back from the dead cause I couldn’t figure out why I had links coming in from these forums on my YT!

@Hutchings you can be my wingman again any day! (j/k, I’ll be yours)

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AHMAHGAHD, IT’S CASE! :smiley:

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Many people think that such combat simulator games should allow multiple hits before death. Yeah its look very WW1-WW2 like. But more realistic variant is when “one hit one death” model applied. shooting from big distances and relative speeds becomes more reasonable. of course for larger ships with big energy budget and shields model would move to multiple hits version. so why we should drop first variant? if people do not like huge speeds and distances they should simply take bigger ship.

Because it’s not fun?

Disagree! That said, it works quite well in star citizen, slower speeds, slower bullets, closer ships.

The main issue with that is the amount of collisions it can cause which makes some dogfights rather silly. the main benefit is potential manual subsystem targeting (shoot the engine off or go the wing with guns). I think SC takes it a bit too far though. A middle ground between the ICP and SC should be found imo, especially considering with new monitor tech ships that are further away are going to get more pixels than they ever could in the ICP on an old 1280x1024 monitor, it’s possible to get that feel of actually shooting at a ship without bringing it in too close.

Another thing. There should be real lasers. Originally i was against instant travel lasers as a primary combat system back in 2010, but since then i’ve since played both MWLL and ED which manage to include lasers and balance the reudction in skill needed for leading by requiring you to hold the laser on target for an extended period for significant damage, which can be balanced to similar difficulty. Also, you can have laser damage drop off with range(the scifi babble can be that the laser must be focused to a closer distance and can not be adjusted on the fly because the spacelens technology is bla bla blah, it’s better than travel time laser nonsense)

The current list of weapon categories for Battlescape is: kinetic, energy, and homing. Each category has its own pro’s and con’s - particularly when it comes to how they are affected by gravity, debris fields such as asteroid belts, and atmospherics.

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