Topic: System Battles

We're long overdue for using systems for battle.

I'm in the middle of overhauling the system code, and while I can't promise ETA on new features, now is a great time to get our collective gears turning on new possibilities.  Some initial ideas:

1) Sending fleets to systems instead of planets

This would work similarly to how you currently send a fleet to a specific planet.  The exception is that you would no longer be restricted from sending attack fleets because a target player meets restriction criteria.

2) New system type: Empty System

To compliment #1 above, you could send to a system that has no planets.  This would allow you to send to and hover between "planetary systems", or anywhere on the map for that matter.

3) Re-routing fleets

Instead of recalling and re-sending, you could simply redirect a fleet from any given system (hovering or in-transit) to somewhere else in the galaxy.  This would use the fleet's current system as the factor in the cost calculation instead of nearest-portal.  Some of this has already been coded, but was never implemented.

4) Attacking Fleets in Systems

Either by new ops/spells or by direct fleet-to-fleet combat.  Ground troops would not be part of this battle aside from being casualties of transport losses.

5) System-based empire operations

Along with targeting specific fleets, new spells/ops could also target all planets in a system at once.  This would allow you to affect multiple targets with a single op.  the damage/buff would be limited only to the planets within the targeted system, as opposed to of their entire empires as is done now.

6) Scanning for Non-Cloaked Fleets

A new op/spell could scan any system in the galaxy to discover other players' non-cloaked fleets.  If you already are in a specific system, you would not have to use the op/spell to see this info.

7) Fleet Cloaking

As a counter to #6 above, if you cloak a fleet (unit upgrade? spell/op? not sure yet) you will be impossible to detect if you are the only fleet in a system, and if you are in a system with other fleets you are hidden *unless* they choose to scan the system they're already in.


Obviously any of these would change the game drastically, and none of them are going to be here in the immediate future.  However, we've progressed to a point where introducing new features like this is finally viable.

I'd love to hear your guys' thoughts on the ideas above, and any new ideas of your own that you think could make better use of systems in the game.

Got a few bucks?  The Imperial Tip Jar is accepting contributions!

Re: System Battles

I like pie wrote:

We're long overdue for using systems for battle.


1) Sending fleets to systems instead of planets

This would work similarly to how you currently send a fleet to a specific planet.  The exception is that you would no longer be restricted from sending attack fleets because a target player meets restriction criteria.
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- what if I didn't want to send to the full system... this would cost me a lot to. simple thing would be we should have an option to set a Our own custom Default fleet. that is already inputed when sending fleet. like fleet boss did.


2) New system type: Empty System

To compliment #1 above, you could send to a system that has no planets.  This would allow you to send to and hover between "planetary systems", or anywhere on the map for that matter.
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---I could see this a being pretty overpowering and abused.


3) Re-routing fleets

Instead of recalling and re-sending, you could simply redirect a fleet from any given system (hovering or in-transit) to somewhere else in the galaxy.  This would use the fleet's current system as the factor in the cost calculation instead of nearest-portal.  Some of this has already been coded, but was never implemented.
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yes this is neat idea, I believe it was used, but could send to a different planet in that system where the fleet was hovering only. but people figured a way to attack below team/player NW back in the day.
now that that doesn't make a difference, why not, cool feature

4) Attacking Fleets in Systems

Either by new ops/spells or by direct fleet-to-fleet combat.  Ground troops would not be part of this battle aside from being casualties of transport losses.
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I don't get it tongue

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and others ones didn't quite understand

Re: System Battles

Devilz wrote:
I like pie wrote:

We're long overdue for using systems for battle.

4) Attacking Fleets in Systems

Either by new ops/spells or by direct fleet-to-fleet combat.  Ground troops would not be part of this battle aside from being casualties of transport losses.
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I don't get it tongue

.

and others ones didn't quite understand

Attacking someones fleet that hovers in a system, no ground combat, just shooting down all the transporters filled with droids in hyperspace. Pretty sweet right?

5 is a bit weird - Do you mean like operations that target one system instead of the full empire like nukes?
Instead of nuking a full empire, not you get to destroy 15% of all building in a system?
In that case it should either do way more damage, or become much easier...

So 6 is there will be an operation or spell to check for hovering fleets. I can do an op to check where you're fleets are hovering, or check for a specific system to see if you have fleets hovering that system.

7 would be a spell or op for you to hide them from my scans ;P

Easy peasy!

@Pie - I love it!

Could also introduce defense satelites or so then... So if I own a system, instead of a defense station which is superduper expensive, I should be able to build some satelites to defend my system from enemy hovering fleets lol, sort of lasers for a system.

4 (edited by Lone Tiger 04-Apr-2017 21:25:57)

Re: System Battles

Family defense fleets.  Would be like a family defense station.  So once the fleet is placed in the system, then it protects all family members in that system.

Multiply attacks.  I've never liked the idea of sending fleet, one attack, and then resend the fleet.  The fleet is already there, why would the fleet go all the way back home and then come back again.  With your system a person could station a fleet and then keep re sending it.

To make it interesting, an active fleet (one that's being attacked or is attacking) will have additional casualties because they don't have a regular supply line.   That would be the cost of not recalling your fleet to a home supply base.

To make up for the multi attacks, you could increase the defense of ground units.  Make it so that a person has to send their fleet in several times before they can take the pl.