Post by Jayjaxx on Jun 28, 2017 5:44:26 GMT
Welp I just deleted a page-long write-up about this. Time to re-write!
In a perfect world this is how I see this working
Each large ship would have hallways and these rooms:
Bridge
Engine Room
Shield Generator
Hangar (If the ship has a hangar)
Main turret control
Security control
Manual turret control
When you build the ship it will have nothing on it but the aforementioned rooms ,escape pods equal to the crew requirement/4 and doors (hackable), all the turrets, and one commander bot with the build of your choosing.
You may then construct unarmed crewbots for maybe a quarter of the price of the Z11 and half the health
The crewbots will then board the ship via way of a docking clamp and take on positions in the ship
The ship will fill crew in the order of top to bottom in the way of the list above
You may also substitute crewbots with regular armed and armored bots however more expensive
You may then bring as many extra troops as you like as a boarding party/security detail
You may then select from an amount of fighters if you have a hangar which are built separately and docked.
The fighter types are listed below
Fighter types
Boarding ships - An unarmed ship much like this one which have the ability to board ships from anywhere, keep 4 bots inside and can destroy escape pods with ease.
Buzz droids - Replaces the ability to launch fighters with the ability to launch a cloud of buzz droids that will lock onto enemy fighters and damage them, the swarm cannot be possessed but can be moved
Fighters - Engages fighters primarily and has a high maneuverability and gun damage, low damage vs ships
Bombers - Engages ships first and deals a large amount of damage vs them. Low maneuverability and low gun damage.
Gunships - Slow heavily armed and armored ships that may attempt to dock in a hostile hangar to board has a low troop cap
Boarding actions
To begin a boarding action your bots will travel to the hangar where boarding ships or gunships are awaiting they will then launch into space and either try to dock in the hangar or rip a hole in a room of your choosing. These ships will then disembark their troops and wait for further orders in the case of a gunship or just sit there in the case of a boarding ship. The defenders must destroy the attackers and the attackers must do 1 more these 4 things
1. Overload the engine room
2. Kill all crew in the bridge and activate self destruct
3. Sabotage the shield generator and blow the ship out of the sky using your own ships or the ship's own turrets
4. "Trojan" the ship
Hackerbots in boarding
Each an every room has a downside to it if there are any old bot in the room the described effect can happen, if there is a hackerbot then the effect in () can happen
Bridge - Activate self destruct ("Trojan" the ship when the entire crew is destroyed)
Engine Room - Overload the engines (Quantum tunnel the ship into a nearby moon)
Shield Generator - Disable the shields (Overload the shield generator forcing the ship to dock for repairs to regain them)
Hangar - Destroy currently docked fighters by shooting at them (Disable all fighters controlled from this ship)
Main turret control - Nothing (Disable all turrets)
Security control - Nothing (Open all security doors (2 spikes))
Manual turret control - Take control of 1 turret (force the connected turret to fire upon its own ship automatically)
Escape pods - Board/Jettison escape pods (Sabotage the escape pods to self destruct 10 seconds after launching)
Escape pods
Upon construction the ship will have escape pods equal to the required crew count divided by 4 rounded up. An escape pod can carry up to 4 bots and is automatically launched when there are 4 bots inside. When an evacuation (either selective or full) the bots that are requested to evacuate will leave their post and proceed to the bridge, engine room, or security room (whichever is closer) and board an escape pod it will then leave when there are 4 bots or you may order them to go before this manually. The pod is then launched far enough away so that if the ship is self destructed the blast will not reach the pods. The pods then begin to move towards the space station if the Escape Pod Thrusters tech is unlocked. Otherwise they will remain in deep space. Either way after 30 seconds of floating around they will tell the CEO if their ship was Trojaned and if the CEO is inside the nearest ship will come to collect it. Why would you do this? to save on manpower, bots are expensive and if you can save an executron, or hell the CEO. Worth it. I will also prevent against the next section Trojans!
Trojan Ships
When there is no remaining crew on the ship, a hackerbot may use his hackpad to "Trojan" the ship. The ship then requests troops from the boarder's ship to fill all the bots that were stationed before the attack. You now have captured the ship can can assume control at your wish. What you can also do is ship extra crew over there via docking clamp. The new crew resumes the working of the ship and the ship still looks like it is under the opponents control. The ship appears heavily damaged and will either be remotely self destructed giving you 45 seconds to escape or will be brought into the space station's dock for repairs. When docked the CEO who now owns the ship is alerted with a "Trojan ship docked". He may then regain control of his troops and start to attack the now docked station.
Alternate boarding method
When a tech is unlocked called Magnetic Boots and Jetpack, very similar to the Personal Shield from EA1 it takes up the upgrade slot. It will prevent your robots from being spaced and allows them to move in space, They can also latch onto the hull of an enemy ship, and board via the airlock.
This may seem powerful, and I tried to design it that way, I would like to see a space game where most of the action is boarding rather than seeing who's shields lasts the longest. I think that the corridor shooter RTS in a ship would be quite fun
Other suggestions
Control groups please
Lift mechanic (Airlocks? Blast doors?)
Escape pod for the CEO even if not the regular ships
Please see my Hackerbot revamp topic
Please see the Prisoners topic (perhaps with captured CEO becoming an executron to avoid the sitting around and waiting)
Please let me disable CEO targeting on my AI (its fun to do my dirty work myself)
Now I know most if not all of this won't make it into the base game, but perhaps as DLC?
[edit] Alright, so the Trojanning of a ship might be a bit cheap, and it probably would feel like it is. But I think I've designed it so that, 1 it won't feel cheap and 2 that there are enough counters to it. It wouldn't feel cheap because the enemy CEO has to tell the ship to dock, so he a hand in his own destruction, not only that he always has the choice to self destruct the ship of he thinks it's a Trojan. This and the fact it has a lot of counters. One escape pods, 2 a lot of guards, 3 the CEO could just be looking at the fight and he could just see if it gets Trojanned and they could just kill the hackerbot. This means that the Trojanning of a ship is best executed on an expensive, low security, ship while there is an attack happening somewhere more important, say the space station.
In a perfect world this is how I see this working
Each large ship would have hallways and these rooms:
Bridge
Engine Room
Shield Generator
Hangar (If the ship has a hangar)
Main turret control
Security control
Manual turret control
When you build the ship it will have nothing on it but the aforementioned rooms ,escape pods equal to the crew requirement/4 and doors (hackable), all the turrets, and one commander bot with the build of your choosing.
You may then construct unarmed crewbots for maybe a quarter of the price of the Z11 and half the health
The crewbots will then board the ship via way of a docking clamp and take on positions in the ship
The ship will fill crew in the order of top to bottom in the way of the list above
You may also substitute crewbots with regular armed and armored bots however more expensive
You may then bring as many extra troops as you like as a boarding party/security detail
You may then select from an amount of fighters if you have a hangar which are built separately and docked.
The fighter types are listed below
Fighter types
Boarding ships - An unarmed ship much like this one which have the ability to board ships from anywhere, keep 4 bots inside and can destroy escape pods with ease.
Buzz droids - Replaces the ability to launch fighters with the ability to launch a cloud of buzz droids that will lock onto enemy fighters and damage them, the swarm cannot be possessed but can be moved
Fighters - Engages fighters primarily and has a high maneuverability and gun damage, low damage vs ships
Bombers - Engages ships first and deals a large amount of damage vs them. Low maneuverability and low gun damage.
Gunships - Slow heavily armed and armored ships that may attempt to dock in a hostile hangar to board has a low troop cap
Boarding actions
To begin a boarding action your bots will travel to the hangar where boarding ships or gunships are awaiting they will then launch into space and either try to dock in the hangar or rip a hole in a room of your choosing. These ships will then disembark their troops and wait for further orders in the case of a gunship or just sit there in the case of a boarding ship. The defenders must destroy the attackers and the attackers must do 1 more these 4 things
1. Overload the engine room
2. Kill all crew in the bridge and activate self destruct
3. Sabotage the shield generator and blow the ship out of the sky using your own ships or the ship's own turrets
4. "Trojan" the ship
Hackerbots in boarding
Each an every room has a downside to it if there are any old bot in the room the described effect can happen, if there is a hackerbot then the effect in () can happen
Bridge - Activate self destruct ("Trojan" the ship when the entire crew is destroyed)
Engine Room - Overload the engines (Quantum tunnel the ship into a nearby moon)
Shield Generator - Disable the shields (Overload the shield generator forcing the ship to dock for repairs to regain them)
Hangar - Destroy currently docked fighters by shooting at them (Disable all fighters controlled from this ship)
Main turret control - Nothing (Disable all turrets)
Security control - Nothing (Open all security doors (2 spikes))
Manual turret control - Take control of 1 turret (force the connected turret to fire upon its own ship automatically)
Escape pods - Board/Jettison escape pods (Sabotage the escape pods to self destruct 10 seconds after launching)
Escape pods
Upon construction the ship will have escape pods equal to the required crew count divided by 4 rounded up. An escape pod can carry up to 4 bots and is automatically launched when there are 4 bots inside. When an evacuation (either selective or full) the bots that are requested to evacuate will leave their post and proceed to the bridge, engine room, or security room (whichever is closer) and board an escape pod it will then leave when there are 4 bots or you may order them to go before this manually. The pod is then launched far enough away so that if the ship is self destructed the blast will not reach the pods. The pods then begin to move towards the space station if the Escape Pod Thrusters tech is unlocked. Otherwise they will remain in deep space. Either way after 30 seconds of floating around they will tell the CEO if their ship was Trojaned and if the CEO is inside the nearest ship will come to collect it. Why would you do this? to save on manpower, bots are expensive and if you can save an executron, or hell the CEO. Worth it. I will also prevent against the next section Trojans!
Trojan Ships
When there is no remaining crew on the ship, a hackerbot may use his hackpad to "Trojan" the ship. The ship then requests troops from the boarder's ship to fill all the bots that were stationed before the attack. You now have captured the ship can can assume control at your wish. What you can also do is ship extra crew over there via docking clamp. The new crew resumes the working of the ship and the ship still looks like it is under the opponents control. The ship appears heavily damaged and will either be remotely self destructed giving you 45 seconds to escape or will be brought into the space station's dock for repairs. When docked the CEO who now owns the ship is alerted with a "Trojan ship docked". He may then regain control of his troops and start to attack the now docked station.
Alternate boarding method
When a tech is unlocked called Magnetic Boots and Jetpack, very similar to the Personal Shield from EA1 it takes up the upgrade slot. It will prevent your robots from being spaced and allows them to move in space, They can also latch onto the hull of an enemy ship, and board via the airlock.
This may seem powerful, and I tried to design it that way, I would like to see a space game where most of the action is boarding rather than seeing who's shields lasts the longest. I think that the corridor shooter RTS in a ship would be quite fun
Other suggestions
Control groups please
Lift mechanic (Airlocks? Blast doors?)
Escape pod for the CEO even if not the regular ships
Please see my Hackerbot revamp topic
Please see the Prisoners topic (perhaps with captured CEO becoming an executron to avoid the sitting around and waiting)
Please let me disable CEO targeting on my AI (its fun to do my dirty work myself)
Now I know most if not all of this won't make it into the base game, but perhaps as DLC?
[edit] Alright, so the Trojanning of a ship might be a bit cheap, and it probably would feel like it is. But I think I've designed it so that, 1 it won't feel cheap and 2 that there are enough counters to it. It wouldn't feel cheap because the enemy CEO has to tell the ship to dock, so he a hand in his own destruction, not only that he always has the choice to self destruct the ship of he thinks it's a Trojan. This and the fact it has a lot of counters. One escape pods, 2 a lot of guards, 3 the CEO could just be looking at the fight and he could just see if it gets Trojanned and they could just kill the hackerbot. This means that the Trojanning of a ship is best executed on an expensive, low security, ship while there is an attack happening somewhere more important, say the space station.