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Re: [Poll][FTLOverdrive]Battles with more than 2 ships?

Posted: Thu Oct 25, 2012 3:56 am
by Kieve
Davesoft wrote: Some considerations:
When you send an attack drone to a ship, then target a different one should the drone follow your gaze?
If not, when you lose power then reactivate the drone.. do you activate the drone already attacking an offscreen target, activate it but it flies to your new target, or do you spend a drone part and launch a new one. If so, what happens to the old one? Could it be activated for free if the newer drone gets destroyed?


..All questions and no answers. Enjoy :D
Give attack drones a 'target' icon, as you would a laser or missile. Whichever ship is targeted, the drone will continue to attack. Can't target specific subsystems, but it sets the drone's focus to the desired ship. For added flair, use the "cloak" image as a highlight-overlay on mouseover, rather than an actual (and misleading) target-reticule marker.

Re: [Poll][FTLOverdrive]Battles with more than 2 ships?

Posted: Sun Nov 11, 2012 7:22 am
by BottleGnomes
How would the game decide which of the ally ships the enemy is going to attack?
Are they both going to attack a single one, or are they each fight one on one?
If you are going to be taking all the assault damage and your ally won't sustain any actual ship damage, it might be an easier solution, as far as GUI is concerned, to make your ally a small background sprite that will shoot its weapons/drones out. It shouldn't be too hard to fit the necessary system icons and timers underneath a smaller ship model that can probably fit underneath your hull bars as if it were behind you in the distance. Crew movement, sensors, O2, etc. wouldn't be necessary if they're not going to get shot at.
EDIT: grammar

Re: [Poll][FTLOverdrive]Battles with more than 2 ships?

Posted: Sun Nov 11, 2012 2:25 pm
by shark
Here's an idea - simply make the fights sequential with none of this alliance stuff.

It's you against the universe, one ship at a time. Fighting two ships concurrently might cause serious hurt due to double damage output of that "single" ship.

So if it were up to me - I'd just make an attackQueue, fill it up with hostiles and fire up encounters until it's empty. We don't need diplomacy here :) just longer fights. not bigger - longer.

However, an option of simultaneously fighting two ships is nice and should get in as well. The queue idea lends itself here naturally and having two queues to work with will leave plenty of room to work with (as a modder).

"KRS Turning the tide" would benefit from this surely.
Whale Cancer wrote: A UI that could be written in XML by modders would be amazing.
hahah this is not android :)