Targeting systems

When I read that a race's luck value determines the minimum damage any weapon can do, it occured to me that instyead of luck determining the minimum damage, a "Weapons Targeting" race ability could do that.

Taking the idea further, you could have a tech branch under space weapons that gives you weapons targeting components to add to your ships, each of which adds a set percentage to the minimum rolls a ship may make in combat.

If you want to get crazier, you could have a similar line of techs down the defenses tree called "Targetting disruption" (with the corresponding race ability) which gives you components that counteract the effects of weapons targeting to an extent. The line of techs could have things like "sensor jammers" and "sensor ghosts".

Instead of being down the space militarization branch, targeting and disruption techs could be offshoots of Sensors I, and flesh that branch out a bit.

Thoughts?
6,102 views 14 replies
Reply #1 Top
Bump!
Reply #2 Top
It's a logical idea, not sure i like it.

i support the idea of reducing the minimum effects of weapons, that definately needs fixing.

I like the idea of sensor ghosts... that way you would still know an enemy ship is coming but you wouldn't know exactly where it is. This would create some new and interesting combat dynamics.



Reply #3 Top
Eh, I just meant "sensor ghosts" as names for possible countermeasures on the ship (like point defense and ECM are for missile defense), not as any special effect on radar or long range sensors.

How does the current setup require the minimum damage to be lowered? As it is, it's already a minimum of one per weapon... aside from making stuff miss entirely, how much more CAN it be lowered?
Reply #4 Top
How does the current setup require the minimum damage to be lowered? As it is, it's already a minimum of one per weapon... aside from making stuff miss entirely, how much more CAN it be lowered?



Ah my wording is totally missleading sorry.... i was thinking of reducing the 'extent' of the minimum possible damage, meaning quite the opposite to what i said! hehehe
Reply #5 Top
Eh, I just meant "sensor ghosts" as names for possible countermeasures on the ship (like point defense and ECM are for missile defense), not as any special effect on radar or long range sensors.



Sensors in the game are only for detecting ships, they are not involved in combat.
Reply #6 Top
You misunderstand me.

...in reference to my targetting system, such a system (whose goal it is to reduce the minimum damage an enemy ship might do) would be involved in combat as a counter to targeting systems placed onto ships to increase minimum damage!

Sensor jammers, technology that makes "ghosts" and visual cloaking systems would all fall under the category of "making it harder for the enemy to shoot you with accuracy".

But that's getting into specifics. The components don't need names like "cloak" or "sensor jammer" if it'll be misleading. It can be as bland as Targeting Computer I, II, and III, with the corresponding Targeting Disruptor I, II, and III.

I'm only talking about technologies and associated components that can alter the minimum amount of damage an individual weapon might do in any given shot, analogous to how luck determines the minimum damage in current DA builds. I don't think that luck should be determining weapons damage. Instead, it should be a stat called "targeting" that starts at 0% (so a weapon would deal 1 to its attack value in damage) for any ship and is affected by racial abilities and components mounted on the ship (a 50% value would mean that the ship would roll between half its maximum damage and it's maximum damage on any given attack).
Reply #7 Top
You misunderstand me.

...in reference to my targetting system, such a system (whose goal it is to reduce the minimum damage an enemy ship might do) would be involved in combat as a counter to targeting systems placed onto ships to increase minimum damage!


No missunderstanding, like i said before;


It's a logical idea, not sure i like it.

i support the idea of reducing the minimum effects of weapons, that definately needs fixing.


Plus as an extra idea as in a 'new' concept, not in any way distorting your idea;

I like the idea of sensor ghosts... that way you would still know an enemy ship is coming but you wouldn't know exactly where it is. This would create some new and interesting combat dynamics.


Reply #8 Top
It appears that in Soviet Russia, Starstriker misunderstands YOU!
Reply #9 Top
Another thought. If the sizemod is substantial enough that tiny hulls get the targetting countermeasures much cheaper than battleships, that could make tiny hulls viable again (since multiple ships now get wiped out in a single blast, making them pretty useless). This is expecially true if the countermeasures could reduce a ship's minimum roll past 0 (where any negative number simply doesn't do any damage).
Reply #10 Top
I like this suggestion (targeting computers) as I have said in previous posts that attempted to bring this idea to light.

My response will be the same as it was then.

I think just adding the bonuses to each sensor tech is reasonable instead of creating a new branch on the existing tech tree. My reason for this is simple enough. As it stands now, very few of us (to the best of my knowledge) equip most of our ships with sensors. I know I do not. This way it would make the sensor tech much more valuable for game play purposes and almost essential for military warships.

My opinion of course.
Reply #11 Top
As it stands now, very few of us (to the best of my knowledge) equip most of our ships with sensors. I know I do not. This way it would make the sensor tech much more valuable for game play purposes and almost essential for military warships.



This is true, although i still research sensors fairly quickly - mainly because the technology is cheap, but also if the AI keeps suprising me from the dark void, i get the shits and research sensors.
Reply #12 Top
Just to build Eyes of the Universe and get the % bonus to sensors. Yup. Me too.
Reply #13 Top
I'd personally prefer a different branch, if only because the sensor branch already serves a specific purposse already, and it be putting too much functionality into a single branch of research. Besides, targetting technology isn't merely a matter of accurately seeing your target and predicting its motion, it also includes fine tuning the accuracy of your weapons and processing all the data coming in quickly and efficiently. It could very logically be put as an offshoot of sensors.

Also, I'm always in favour of more strategy in ship building. If it's tied in with sensors, then its a (relatively) simple operation of maximizing the average damage, added sensor range be damned. If you made players choose between sensor range and targetting accuracy, though, that opens the possibility to different ship strategies.
Reply #14 Top
The idea of sensors adding to the targetting system's effectivenes of a ship (because ships must already have targetting systems incorporated into them) and thus making sensors more attractive is a good one IMO - mainly because the current system is quite simplistic, and this is a simplistic idea, and one that doesn't really need too big an effort to implement.
Now, for deeper changes (and content), IMO sensors would be ideal for you to "scan" ships and detect what kind/# of weapons and defenses (depending on sensor level, and jamming level if you want to go overboard) they're packing. You'd have to use them to adapt to enemies, instead of the (cough!) trades screen, which IMO totally blows.