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bad:combat

Battle Arena Drones Combat

The combat system a attempts to make dog fighting it's primary focus. Attempting to reducing battles of attrition.

Besides the weapons and specials you can read about on each drones page the drones each have the following characteristics.

Name Description
Shield This is a regenerating shield. Each drone has it's own statistics on the shields size, regeneration delay and speed.
Hull This is the hull strength of the drone. It's a design choice that hulls can never be repaired. In essence damage to the shields will recover (if enough time passes) but hull damage remains. This allows players of a significant difference in skill to still be able to impact other players (assuming they manage to whittle the shields down.)
Maneuverability This is how fast a drone can turn and adjust it's trajectory. This doesn't change the drones inertia only the max rotational speed.
Primary weapon This is a fixed weapon on each drone. It never runs out of ammunition and can not be swapped out.1)2)
Special Each drone has a special set of characteristics, passive and active.

Skills

Combat skills should be easy to learn but difficult to master. 3)

Piloting

Basic flight skills are navigation and the ability to think upside down forgoing the need for the terrain. The next level it spacial perception and being aware what beside you and behind you when piloting. Also the ability to manage the inertia when trying to navigate tight spaces. The last level is about movement angles and gaining advantages but adjusting the number of trajectories you moving on to move faster and in more difficult ways for others to follow you.

Strategy

There are a few strategies to be learnt in combat. First is NEVER stand still. Then the ability to lead your targets. Fight from good angles. Also to reload before combat try avoid damage when your shield break to let them charge. Also deciding when to get a refresh on your secondary and which one to take to best deal with your opponents.

Timing

Learning the best times to use your measures and countermeasures through the drones specials. Knowing the special of your opponent drone and even keeping track of when they last used it are a component of timing. Firing when you have the best line and are more sure you will hit to avoid reload from preventing you from having that advantage and lastly remembering when your secondary weapons will be more effective because the opponent has or doesn't have shields based on that weapons effectiveness in each circumstance.

Downtime

Player downtime is critical in the game especially when trying to give players a chance to recover neural energy. Early versions of the game saturated the same synapse too much and caused fatigue that made players hesitant to play again. For this reason combat should be short and decisive and in between combat players minds should move to in the case of victory a check on systems lost hull and what weapons they need again for their secondary (assuming they do) reloading etc. In the case of losing there is a delay to re-spawn and the player can then spend time reviewing the lost battle the drone they chose and the one they fought against. This is all part of the recovery mechanic and needs to be kept in balance.

In-between games player down time should be directed t stores and various game statistics this is in part to create further engagements but also to allow players a recovery period where they engaging more conscious mind and logical thoughts rather the instinctual and responsive thoughts.

This balance will determine how long players can and are willing to engage in the game before they become bored or fatigued.

1)
We reduced the changeable weapons to reduce the controls complexity and make the game more suitable for use with controllers.
2)
The primary weapon also does even damage to shields and hull, whilst secondary weapons can be more or less effective against each
3)
This is a typical design goal after all
bad/combat.txt · Last modified: 2017/08/15 03:35 by tbulford