![]() ![]() Originally posted by Machine Spirit:I would like them to have a go at another IP, maybe Star Trek, Star Wars or even Babylon 5. Cylons could have have an alternative system in place - perhaps rogue AI agents/over heating if they overuse abilities or from impacts of EMP weapons. When Morale hits 0 ships could have a chance of jumping away. This could be a new mechanic with different actions having an impact on general combat effectiveness. A similar system could be applied to warheads - extra speed, armour piercing or flak avoidance These could be unlockable perks or be rechargeable abilities and would have a different range, damage and accuracy stats. As an extension to the above I'd love the idea of some ships or turret types being able to swap out ammo types - armour piercing, explosive, high velocity etc. like Mechwarrior/Mechcommander it would be awesome to see hardpoints blown off ships perhaps damaged beyond repair for the rest of the mission. Visual customisation would be great as well - badges, paint jobs to make fleets feel more unique. This could grow organically depending on how you sue the ship. Localised officers on ships could provide bonuses similar to the veterancy system now but with unique perks - extra missiles per salvo or increased accuracy vs fighters. The option to take additional warhead types at the cost overall ammo and needing to unload and reload the ammo change What if you could swap out turret designs, add extra DRADIS dish, marine guards or missile slot at the expense of other items or cost increase. Customisable ships with hardpoints officers and upgrades Flack could have dual modes tight and spread - a tight flack would destroy almost all missiles and a small radius and a broad flack would do less damage over a wider area.ģ. Cylons could have an advanced missile system which gave a missiles a greater chance to dodge flack at the cost of energy or as part of a separate officer/perk/upgrade system I think it would be more fun if flak stopped around 90% of missiles at full strength or had a maximum number of missiles it could destroy so it could be overpowered by a full cylon barrage ![]() There could be a similar relationship with navigation and (if it existed) engines, one being FTL/direct speed and the other turn and yaw ability You would need to disable both the armoury and fire control to completely stop a ship from firing. If your armoury was damaged you would then fire and reload at a slower pace. What if the armoury provided shells and missiles and fire control was accuracy. Right now the subsystems are very linear which makes fire control overly important. Make subsystem management more nuanced and interlinked. The devs have done a fantastic job of bringing BSG ships and lore into a fun tactical game.įor a sequel, these are some gameplay changes I think could make the game more interesting and provide some added complexity, choices and depth to the combat. First of all, gotta say I love this game. ![]()
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