My modding has pretty much stopped right now. http://forums.sinsofasolarempire.com/308807
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Explosions, in space?
Published on April 3, 2008 By Lost_WLd In Sins Modding
---->Obligatory Wall of Text Warning<----

Hi, over the past couple weeks I've been slowly trying to flesh out a combat mod for SoaSE. To me the RTS standard "shoot unit X until HP == 0 and dies" is a little dated. I'm a big fan of Company of Heroes; and I know Frogboy is too thanks to the GFW podcast. I was looking for a way to add the variety of a CoH style critical hit system to SoaSE. For those of you unfamiliar with CoH it works this way. The units in CoH have a health pool. As that pool goes down the unit has an increasing chance of incurring a critical hit when it receives damage. The occurrence of a critical hit can do a number of things. For instance it can kill member of the squad, destroy the gun on a vehicle or finally destroy the squad/vehicle. Units in the game can only be killed on a critical hit but, once the unit's health is low it is very likely to happen. If your unit survives the fight it can then be repaired or healed/reinforced back to full health.

I feel a system like this applied to SoaSE would make combat vastly more interesting to experience. After fishing around the game files for a few days though, I realized there's no way I'd be able to add everything I'm envisioning. So in a desperate attempt for some community and hopefully developer attention I thought I'd share what I've been thinking about. Please keep in mind I just want a better game like the rest of you.

Down to the guts. The jist of the combat system I'd like to see implemented is very similar to CoH. Each shot would have a small chance to apply a critical hit to the unit receiving damage. In turn each critical hit has the ability, inversely related to the unit's HP/SP, to apply an effect. In other words the chance of a critical hit applying an effect at full HP/SP would be very near 0%. As the unit recieves damage the chance of an effect would scale upward; more so at the lower HP/SP levels. The chance for a shot to apply a critical hit would also have to be balanced on a per-ship basis due to differences in rate of fire. This would be to prevent ships with a high rate of fire from getting more criticals than slower firing ships. Certain critical hits would have a small front loaded chance of occurring; like shield criticals. Others would have a greater chance of occurring when a unit's HP/SP are low. For instance, the criticals that result in the death of a unit would only happen somewhat sparingly starting at X percent of total health. Their occurrance would then scale up as the unit approaches zero health. Units would only be killable on a critical hit. Also to help reinforced the idea of balanced fleets, I'd propose certain weapon types having slightly higher critical rates versus certain armor types. For example: Anti-Light weapons would have a higher critical hit rate vs Light Armor.

I'll now list and describe critical hits I've thought of for this game. Feel free to skip them. They're just ideas I've been brainstorming for my probably vaporware mod, but I think a few are neat. The partial loss abilities would occur to a unit above X% of HP/SP, while the complete loss ones would occur to a unit below X% of HP/SP. They would both be on short timers.

------------------------------------------------------------------------------------------------------------------

I have divided critical hit effects into six categories:


*Anti-Matter
+Anti-matter Implosion Deathblow ->Capital ship only
-Very, very rare (Like, single pretty/funny girl who likes videogames/cooking/cleaning rare)
-Creates a temporary small black hole that sucks in all sub-capital class ships in a certain radius below X% health.
-Units above X% health and within the radius will have a DOT effect applied to them while the blackhole is active.

+Anti-Matter Leak
-Anti-matter around the ship reacts, bathing it in plasma
-Causes hull and/or shield damage


+Complete loss in anti-matter regeneration
-
Timed

+Partial loss in anti-matter regeneration
-
Would be on a timer.

+Temporary Loss of use of abilities
-
Also timed.



*Engines

+Engine Core Damage
-Reduction in effectiveness of all other systems
-Ability cool downs increased
-Timed

+Engine Overload
Deathblow
-Ship accelerates randomly at a velocity greater than normal
-After a short time the engines overload and the ship explodes violently, dealing damage to the immediate area.

+Loss of linear speed
-
Timed

+Reduction of linear speed
-
Timed

+Temporary inability to phase jump
-
Think of this as spellcast knockback but on the phase jump.
-Would have a maximum delay time to eliminate chaining.




*Hull
+Emergency Management System Failure
-Greatly increases the chance of *Catastrophic Systems Failure(down further)
-I see this ability not happening atleast until the unit is below around 25% health.


+Uncanny Construction
-
Ship regenerates X amount of health over Y amount of time.

+Weakened Armor
-Ship's armor value decreased
-Timed




*Miscellaneous

+Bridge Crew Killed
-Command controls on the ship randomly blew up upon ship receiving fire.
-Ship temporarily inoperable while stations are being re manned.
-It's going to happen on spaceships, Star Trek proves it beyond any doubt.


+
Catastrophic Systems Failure
Deathblow
-Ship explodes at whatever health it's at currently
-Almost impossible at higher health but, chance of happening increases with hull damage. IE: Less than 10%
-Occurrence would be modified based on the cost of the ship. More expensive = less likely

+Command and Control Failure
-Ship is temporarily unable to be controled by the player.
-Unit defaults to AI control patterns
-Effect triggers a timer and wears off afterwards


+Defiance Deathblow
-Ship recieves a deathblow, continues to fight for X seconds then explodes

+Deflectors Down
-Differs from Shielding
-Applies a slow temporary DOT on the ship as space debris slowly works away the hull


+Life Support Failure
Deathblow
-Ship continues to fight normally
-Ship becomes useless space junk after X amount of time.




*Shields

-Shield effects would be front loaded and happen toward the start of the fight or versus
targets with laden shield pools. Need to be modified to not unfairly punish Advent.


+
No shield regeneration
-
Timed

+Reduced shield regeneration
-
Timed

+Shield Overload
-
Ship's shields massively over energize causing them to expand very rapidly, generating an EMP pulse
-Deals EMP damage to surrounding area and leaves the effected ship with reduced shields.




*Weapons
+Computer Damage
-Greatly reduced weapon accuracy
-Timed


+Disabled Weapon
-Main weapon temporarily inoperable
-Can happen to each bank of weapons on the ship
-Timed

+Reduced rate of fire
-
Timed

+Weapon System Overload
Deathblow
-Ship starts to spin like a gyroscope while firing its guns faster than normal
-Weapons fire damages friend or foe
-After a short period of time the ship explodes violently, dealing damage to the surrounding area

------------------------------------------------------------------------------------------------------------------

All of these effects would require an user interface adjustment in order to make the effects clearly distinguishable. I'd propose having some small pop-up text on screen when a critical happens, much like in CoH. One difference though; the text would be preceded by a slightly larger icon. This icon would allow immediate identification of what happened to the ship. My ideas for icons are:

*A rocket for an engine critical
*A bullet for a weapon critical
*A shield for a shield critical
*A plus sign for a hull critical
*An atom for an antimatter critical
*An exclamation point for a miscellaneous critical


These icons could also be used in the Empire Tree to help identify effected ships. I would also like to see the unit portrait be applied in a way that would show which part of the ship is effected. The unit portrait and mouse over text would specifically tell the player which parts of the ship are under duress and how they are effected.

On top of this critical hit system I would like to see a change in the mitigation system. IE: As you max out a ship's shield mitigation, it does less damage and/or moves slower. The reasons for this are that I see an individual ship only having so much power. It can go to weapons, propulsion or shielding. If one of these is being taxed heavily, the other two should suffer. I feel this change might add to the epic aura of fleet vs fleet battles. It would encourage against focus firing as the loss of a ship wouldn't be the only way to reduce the damage output of an opposing fleet. It would allow a player to spread their fleet's firepower around and effectively reduce the other fleet's damage output.

Anywho, this encompasses "my" ideas for combat changes. Once again, I believe the critical hit system and mitigation system would add a lot of variety and randomness to SoaSE combat. I really enjoy the game right now. I think something similar to these changes would make the game even better though. Hopefully all of this could be done without drastically raising system requirements.

Thanks for your time.


Comments (Page 1)
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on Apr 04, 2008
No thoughts, huh?
on Apr 04, 2008
Why did you use such a large font, it's like the entire thing is emphasized. It can't all be emphasized. That ruins the entire point of emphasizing.
on Apr 04, 2008
I don't think I want a chance of seven billion things happening out of the blue to completely destroy my ship's effectiveness in combat.

Also, Soldier crit rocket is OP lols
on Apr 04, 2008
Why did you use such a large font, it's like the entire thing is emphasized. It can't all be emphasized. That ruins the entire point of emphasizing.


Thanks, I was staring at it so long I didn't notice

Should be fixed now
on Apr 04, 2008
I actually read it now.. or at least enough of it to get the premise of what you're doing.

I personally dislike the idea, I don't want bizarre random chance events ruining a hard.. but winnable battle. I think you need to tone down the lethality of a lot of these "malfunctions."

For a mod, it may be interesting. However, I would not personally play it with any regularity. Random chance events with major effects ruin games, in my opinion. If there were a way to control these events, or have some measure of control over them. Some method of increasing or decreasing the possibility of the events.

As for the second suggestion, this would cause too much micromanagement for fleets of the size you deal with in Sins. I like the idea in smaller games, such as Freespace, where you are dealing with just one or a few ships.

Randomness is something to use sparingly and not on major events, such as destroying Capital Ships.
on Apr 04, 2008
I get what everyone is saying about the randomness of the events. I think I might be miss leading about how often and when they would occur.

The chance of something negative occurring on a critical hit is inversely related to HP/SP. In other words the ship is going to have to be pretty far gone for something serious to happen to it.

So in summary, something negative doesn't always have to happen. What I'm trying to do is add some flavor in the way ships slowly falter and finally cease to be.

As for the second suggestion, this would cause too much micromanagement for fleets of the size you deal with in Sins.


I was hoping the AI would be modified to automatically max out mitigation on as many ships as possible in the opposing fleet. To me this would be considered a kind of suppression tactic, equating to what a machine gun is used for in modern warfare. I realize this suggestion would be pretty impractical otherwise with large numbers of ships. My bad for not clarifying.
on Apr 04, 2008
The chance of something negative occurring on a critical hit is inversely related to HP/SP. In other words the ship is going to have to be pretty far gone for something serious to happen to it.


It'd be kind of anticlimactic if you're desperately trying to get a ship out of a gravity well and then suddenly the engine blows up or something. I agree with the theory behind this (make these sort of battles more interesting and deep) but don't think the execution is correct.
on Apr 04, 2008
smart idea's

tough some apear overpowerd (instant deaths)

tough some apear quite fun (computer damage, antimatter implosion (@ destroyed capital only)


just leave the idea on wich marks to use.. +'s >'s and some more are already in use (level up, avaible squadron slot etc.)



+ capital ship exploding cuasing lotsa damage incrases the need 2 stay sharp @ battles

- on large maps with 3/4 fleets fighting on different systems you wil be totaly unable to manage al the fleets having up + down effects

- players who are having a hard time winning and are flying around with heaviliy damaged capital ships want the same chance as others
suddenly the capital explding cuase it had 50% health left.. is not an option

capital ship implosion due 2 a capital kamikaze run atleast adds something new to the game
(no it's a last resort option implosion does medium damage and is there to help the fleet gain an advantage (capitla ship with 20% live left = dead... no matter how u look @ it in big fights the enemy wil do anything do see it die... why not give it an "option zero" ability??



id say prioritize a capital ship being able to bash a light frigate aside cuase i'm retreating... rather then the entire fleet getting stuck cuase theres 1 stubborn light friagte @ the front (u know what i mean... )

after that we can think about what new stuff we'd like
fix the old
implent the new... not the other way around
on Apr 04, 2008
I like the idea of splash damage from capships lighting up. It's a rather neat counterstrategy to surrounding them with support frigates.

-- Retro
on Apr 04, 2008
While I don't think a CoH-style system in particular was looked at during development, targetable and destroyable subsystems on ships was specifically rejected as it would add too much micromanagement.
on Apr 04, 2008
I'd love a COH style to this game. Right now, its wonderful, but it does turn into too much of a Starcraft style number fest for me. Since COH has been my game of choice for 2 years, going back to SC seems like a step backward.

Unfortunately, I'm not much of a modder, nor do I have time to learn. I'd love to play it if you do get it modded.

One other thought... COH has a very delicate balance. Sins would be much harder to balance with this in place.
on Apr 04, 2008
This sounds interesting, but I like the system of combat right now. While the combat system may not be as interesting and realistic as this, it is much simpler, and easier to handle. Having a ton of different stuff happening to my ships during combat like this would probably make me stop playing the game.
on Apr 04, 2008
I kind of wish battles were a bit more tactiable; ships take more damage from the rear than from the front. Same with sides (but not as much).
on Apr 04, 2008
I think it's a good idea, but I'm really worried about massive interface clutter, as well as the encouragement of micromanaging units with interesting disabilities - like the engine overload. Would you want ship AI to be trying to handle the problems it encounters, or would you leave it in the players' hands?

For a game with hit points, having a "die at zero" is expected when looking at the bar. I wonder if there is some sort of way to communicate the Super Smash Brothers-style damage system (a number that goes up with your vulnerability, never maxing out, but making you incredibly likely to die as it gets higher). I think that that sort of system suits this idea better, but little colored bars in the empire tree would be infeasible for this system.

Ben
on Apr 04, 2008
Alright, thx for the reply kryo. I'll have to figure out some way to mod what I can.
I'd like to thank everyone else for keeping it civil.

I think it's a good idea, but I'm really worried about massive interface clutter, as well as the encouragement of micromanaging units with interesting disabilities - like the engine overload. Would you want ship AI to be trying to handle the problems it encounters, or would you leave it in the players' hands?


I don't want to add any more micro than I have to. I'm really not a big fan of babysitting units. I was hoping the simple interface icons would keep the clutter to a minimal amount while still informing the player of what is going on. The way I was thinking of Engine Overload would be a sort of death throw, where the ship is given a completely random trajectory. After snaking its way through space for a very short time it would explode. So in other words, AI would handle it.

This sounds interesting, but I like the system of combat right now. While the combat system may not be as interesting and realistic as this, it is much simpler, and easier to handle. Having a ton of different stuff happening to my ships during combat like this would probably make me stop playing the game.


I understand your fears. One ability I see adding excessive stress on the player would be Life Support Failure. I'd agree after thinking about it it'd be kind of a pain to select the ship and try to get it healed ASAP. I'll revise them further.

Thanks for the feedback.
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