Gencool wrote:Well, since mob fights are next on the list, now would be the time to figure something out.
I honestly think the 8 directions method would be best, especially for shooting.
Melee could stick to 4 directions, and snap the sprites together somehow if they're within range.
If I'll have to refactor the directions, it would make sense to use angles, rather than just 8 directions.
Both of these changes would require a lot of time to implement, if I have to do it. I would prefer to have all angles instead of 8.
But in any case - I'm not going to do it any time soon.
I will be adding mob fights with 4 directions.
So, this is an odd thought, but I figure I'd throw it out there;
How about having combat mirror the ship battle system?
You click on a target and a window pops up, like a cross between V.A.T.S and pokemon. You can use different attacks and target different body parts, depending on the classes involved.
The crew sprites are still active in the ship, and you can move around to effect things like ranged attacks- if you move out of line of site the window closes.
You'd have a handful of abilities that take different lengths of time to charge, and have different effects and bonuses.
E.g.
Humans:
Rifle (high damage, low accuracy, can be used at any range)
Melee (Low damage, high accuracy, can only be used close range)
ConcNade (aoe knockback, high accuracy, any range but may effect self/teammates)
Spiders:
Pounce (ranged only, stuns and moves you next to the target)
Fangs (high damage, medium accuracy, melee only)
Entangle (slows/ reduces accuracy of target, low accuracy, melee only)
Then you click on a bodypart to target (or maybe on an annotation box that points to the part in question)
Different parts might have different effects; head is extra damage, but harder to hit, legs slow the target and decrease their dodge, arms/weapons are extremely hard to hit but can stop their attacks from charging for a short time.
If there's multiple targets in range, you can switch between them with some arrow buttons on the sides of the window.
You could also aim at systems in the same way to attack them, some might have screens and panels you should attack in a specific order to deal the most damage. Some may have security systems you can knock out temporarily, or power boxes for the doors so you can choose your priority.
This way the rotations don't matter, but if/when you add them they would add to the visuals, while this method may be more friendly to online play where lag can really mess about with aiming.
Some classes could even customise these attacks a bit (I can see humans swapping their rifles for pistols/shotguns)
1. Press X to toggle combat mode ON/OFF
When in combat mode you can't use systems with Q
can't put out fires with F
and can't repair with R
But you can press(hold) space which launches an attack in the direction you are facing.
There is a delay between shots/swings.
In player inventory you can equip certain race specific weapons.
Weapons have different stats:
Damage
Projectile flight range
shot delay
Ammo is unlimited (because otherwise it would be even harder to implement)
2. Some races will have mostly long range weapons.
Some (spiders?) will have powerful melee weapons.
3. In inventory you can equip a weapon
change your space suit.
Equip buff items that enhance some player stats like: repair speed, fire exting. speed, movement speed, oxygen supply, shot damage, hacking speed.
Also secondary weapon like Grenade, or acid spit, or something like this that you can reuse but it has a longer delay(like a charge bar).
OR!
Instead of a secondary weapon we can have "skills"
on buttons 1, 2 ,3
and they can be combat ones or neutral ones(insta-repair, start a fire, make a breach, insta-break door)
4. New shop systems will sell MOB equipment.
5. When you are in combat mode different sprites are used.