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by tater
Sat Sep 13, 2014 3:29 pm
Forum: GSB2 Gratuitous Discussion
Topic: The official GSB 2.0 gameplay discussion thread
Replies: 163
Views: 110945

Re: The official GSB 2.0 gameplay discussion thread

Ammo limits is critical for fighters. Alternately, have all weapons start the game ready to fire, and we can set the reload time to be longer than a game lasts (assuming a refuel resets them to "ready to fire). Set the attack % on a unit size to 0 and it NEVER attacks that size, ever. 1% and it...
by tater
Fri Sep 12, 2014 6:01 am
Forum: GSB2 Gratuitous Discussion
Topic: The official GSB 2.0 gameplay discussion thread
Replies: 163
Views: 110945

Re: The official GSB 2.0 gameplay discussion thread

I really want to see three things: 1. Orders that are actually obeyed (so I can task some fighters to attack large vessels without them attacking other fighters), or weapons that can be set to only attack specific unit types. 2. Keep track of the number of weapons carried if they are ordnance (missi...
by tater
Sat Jul 05, 2014 6:39 pm
Forum: GSB2 Gratuitous Discussion
Topic: GSB2 Design: Modules
Replies: 52
Views: 42780

Re: GSB2 Design: Modules

Regarding shield / armour penetration, my point of view is that the current system for shields is good (ie. shields block 100% of damage if the penetration isn't high enough), but I think using that same system for armour feels weird. I found it strange an unintuitive that armour can suddenly go fr...
by tater
Tue Jul 01, 2014 9:20 pm
Forum: GSB2 Gratuitous Discussion
Topic: The official GSB 2.0 gameplay discussion thread
Replies: 163
Views: 110945

Re: The official GSB 2.0 gameplay discussion thread

If there is some new fighter logic, perhaps that's a good time for "expendables" as well. Fighters should carry a small number of missiles, etc, and when expended, they should use their novel fight logic to return to the CV to refuel/rearm. This would create a more complex tactical world w...
by tater
Fri Jun 27, 2014 6:44 pm
Forum: GSB2 Gratuitous Discussion
Topic: The official GSB 2.0 gameplay discussion thread
Replies: 163
Views: 110945

Re: The official GSB 2.0 gameplay discussion thread

I see the attack orders… will they actually obey?
by tater
Mon Jun 23, 2014 1:45 pm
Forum: Suggestions
Topic: Firing arcs - for GSB 2
Replies: 33
Views: 35966

Re: Firing arcs - for GSB 2

The topic diverged slightly, but yes, I know what a firing arc is. It is relevant because it makes sense that the location should be what is limited in terms of arc. If there is superstructure aft (say a Star Destroyer from SW), then no gun forward can fire through it. Smaller mounts might be ON the...
by tater
Sun Jun 22, 2014 4:41 pm
Forum: Suggestions
Topic: Firing arcs - for GSB 2
Replies: 33
Views: 35966

Re: Firing arcs - for GSB 2

Darkstar is right. The best overall solution for weapons is to have size classes of weapons. Say there are fighters, frigates, cruisers, and dreadnoughts (a new class). Have 3 module sizes. 1-2 "unit" size for fighters, frigates might take up 4 units, cruiser slots would be 4 frigate types...
by tater
Tue Jun 17, 2014 10:24 pm
Forum: GSB2 Gratuitous Discussion
Topic: The official GSB 2.0 gameplay discussion thread
Replies: 163
Views: 110945

Re: The official GSB 2.0 gameplay discussion thread

I'd like the ability for weapons modules to have a setting for classes they are allowed to attack, then, regardless of orders, a "point defense" gun might ONLY shoot at fighters if that is all it is set to engage. Not "only fighters unless there are no fighters," but ONLY fighter...
by tater
Tue Jun 10, 2014 5:04 pm
Forum: GSB2 Gratuitous Discussion
Topic: GSB2 Design: Modules
Replies: 52
Views: 42780

Re: GSB2 Design: Modules

Armor would not be "used up" I think, like melting layers. Weapon make discrete holes, and the only change for diminished armor is one round/shot hitting the exact hole make by another.
by tater
Mon Jun 09, 2014 1:08 pm
Forum: GSB2 Gratuitous Discussion
Topic: The official GSB 2.0 gameplay discussion thread
Replies: 163
Views: 110945

Re: The official GSB 2.0 gameplay discussion thread

Limited ammo for missiles, and have fighters head "back to the barn" to reload when they have used their expendables. This would make various fighter types much more interesting. Torpedo bombers, etc. This is provided they will follow orders and never fire those torpedoes at fighters, obvi...
by tater
Fri Jun 06, 2014 6:36 pm
Forum: GSB2 Gratuitous Discussion
Topic: GSB2 Design: Modules
Replies: 52
Views: 42780

Re: GSB2 Design: Modules

Penetration and damage are not the same, or rather should not be. The "hull" damage is the actual damage done, shield penetration is the ability to get through shields, and armor should be the ability to penetrate armor. I might have a difference between reducing shields, and penetrating s...
by tater
Tue May 27, 2014 4:57 pm
Forum: Gratuitous Space Battles
Topic: New weapon "categories" (wild ideas)
Replies: 17
Views: 21598

Re: New weapon "categories" (wild ideas)

The troops would be useful combined with an abstracted planetary defense/invasion. Then some battles could be on side defending, the other trying to get landing craft to the planet.
by tater
Wed Apr 30, 2014 3:44 pm
Forum: GSB2 Gratuitous Discussion
Topic: The official GSB 2.0 gameplay discussion thread
Replies: 163
Views: 110945

Re: The official GSB 2.0 gameplay discussion thread

You could add a line for weapons modules like this: target_max_speed=N Where N is the maximum sped the weapon will bother shooting at. Any module without this line shoots as now, at all speeds. This, like my idea for size restrictions, is mostly for new, novel modules. The more variability in possib...
by tater
Mon Apr 28, 2014 1:23 pm
Forum: Suggestions
Topic: Firing arcs - for GSB 2
Replies: 33
Views: 35966

Re: Firing arcs - for GSB 2

In terms of aiming the ship, the current attack orders are not about guns, but about where the AI steers the movement of the ship, right? Well, have the ship to point the nose at the target type with the highest % attack order. Set cruisers at 100%, frigates at 99%, and fighters at 98%. The ship wil...
by tater
Sat Apr 26, 2014 2:37 pm
Forum: GSB2 Gratuitous Discussion
Topic: The official GSB 2.0 gameplay discussion thread
Replies: 163
Views: 110945

Re: The official GSB 2.0 gameplay discussion thread

Weapon modules should be able to have built-in limitations on what they target. An anti-fighter weapon so designed should NOT shoot at other targets. A huge "main gun" that is set by design to shoot at targets larger than fighters should not EVER fire at a fighter. Missiles/rockets/etc sh...

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