
DeadNite
Aideron Robotics
12
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Posted - 2013.05.28 19:42:00 -
[1] - Quote
A few things come to mind in regards to how the link system could work.
Link Affects Application - Link effects should be applied at activation and only for the duration of the cycle. -- Module is activated; bonus is applied to all ships within range. -- Ships not in range when module was activated do not get the bonus until the next cycle, assuming they are in range. - Link Effects last longer than the cycle time to minimize the impact of reapplying the link effect (e.g.; If a link is already applied, it will remain instead of having to be calculated again.) -- This could potentially allow interesting game play options for certain ships to be able to leave the "Sphere" of the link bonuses for a period of time while still being provided the bonus (Until the link effect duration expires). - Link effects should be applied from the source outward -- Range checks should be performed by the source of the link outward and not by the recipient of the effect. This would reduce the range checks required. Example: In a fleet of 230, a ship activates his gang link. The server performs a query requesting everyone that is in fleet with that person and within range. The results of that list are flagged to receive the effect for a set duration.
Skill Effects: - Skill level increases range - Skill level increases link effect duration (Since above, we are detaching the link activation time from the link effect duration.) - Skill level does not increase strength. -- This one is debatable, but strength should probably be a fixed amount based on ship bonuses/role and not at the skill level. This would allow someone to be completely useful number wise when equipping the module instead of training for what seems like eternity for a few percent better bonuses.
Link Effect: - Potential impact of links could be stored in a place that would be less impacting for the server to enable. - Example: Storing the end result of having links on the ship or whatever system is being used to store the details of the current ship the character is in (e.g.; in the database every ship entry has another column added to where its active attributes are stored. This column will house the modified values of each impactable attribute so when a link is present, a flag is toggled and the new values become active for the duration of the link cycle.).
Link Modules (Just a few examples): - Sub-capital Modules -- EWAR Strength or Range -- Optimal Range -- Fall Off -- Missile Flight Time -- Missile Flight Velocity -- Sensor Strength -- Scan Resolution -- Ship Agility - Capital Modules -- Armor values and Resistance -- Armor repair amount and cycle time (Both Local and Remote) -- Shield Values and Resistance -- Shield transfer amount and cycle time (Both Local and Remote) -- Capacitor values and regeneration -- Reduction in siege/triage time and fuel cost -- Ability to enhance ship bonuses? - All Modules - The reason for separate modules would be to restrict only certain link types to certain class of hulls. -- This would allow you to keep the especially powerful bonuses on the riskiest ships to use (i.e., Capitals). -- If you did not like some ships being unable to provide certain bonuses based on hull size, you could use this as a way to balance link effect strength. - Should be tweaked with the amount of fitting requirement you would expect for a module of this type since you have now dictated which ships are allowed to use them. - Add mechanics where the links become more expensive to run the longer they are active. -- A cap cost that doesn't allow for a cap stable fitting without sacrificing something else? -- A charge perhaps in the tune of booster charges or fuel. They don't require it to be loaded per say, but it has to be on the ship somewhere?
Link Bonused Ships: -- 99% gang link reduction bonus on ships is changed to a "Can fit Gang link modules" or a "Can fit Capital Gang link Modules" (If itGÇÖs not already.) -- Since only a selected few ships are now capable of using these modules to begin with, there should be no need to have a range/duration/strength bonus/role on the hull. -- The GÇ£per levelGÇ¥ bonuses on the command ships can be used to reduce capacitor use and allow more modules to be activated at a time. -- Provide a weapon bonus on the command ships similar to marauders and some faction ships to allow for more links to be fitted while maintaining a bit of combat viability.
Fleet Mechanics: - Link users should not have to be assigned a booster position for others to be impacted. They should require you to be in fleet and within range to receive.
Please keep in mind that this is just a rough idea of what I was thinking in regards to how links could work in the future.
TLDR: There is no TLDR, deal with it. |