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Thread: Another modest proposal to integrate space and ground combat

TulasiKid
Fri Jul 22, 2005 2:53 pm
#1


I've proposed this idea a number of times before and have never gotten any feedback from devs or correspondents, but here goes again:


Let's say master commandos, for example, are given the ability to purchase factional devices that allow them to "paint" a factional target on the ground, a base or other factional fortification. The commando must be SF to use the device, and it should take a few moments to "lock on" to the target and relay the coordinates to a pilot in space, an ability that should have a percent chance of success or failure. Combat could disrupt the commando's ability to paint the target. The player pilot in space, meanwhile, must be overt to be able to receive the coordinates from the ground, and once he receives them, he gets a message saying "coordinates received" and then himself must "lock on" to the ground target, something that should take a few moments and which is also subject to a skill roll.


Once the pilot locks on, he can release a special ground bombardment warhead (I would design several that have different qualities) that speeds toward the wallpaper representing the planet. Players from the opposing faction have the opportunity to shoot at the bomber pilot and thus disrupt the lock-on attempt or to shoot at the warhead itself once it is launched, but they must hit it before it gets close enough to the wallpaper to disappear.


Once the warhead has successfully disappeared into the wallpaper, a moment later an animation would appear on the ground of a warhead speeding down from the sky into the target. Then there would be an explosion. Through this method, commandos working with pilots in space could take out turrets and and other fortifications fairly quickly, as long as there were not player ships attacking the pilot or players on the ground attacking the commando.


And thus, ground-space combat is born.


You could add to this even more by allowing bases to have anti-aircraft missile batteries that basically work in the reverse fashion of the system just outlined: When a fortification is targeted by player ships, the batteries wouldlaunch a warhead into space to hit the ships. An animation of missiles launching would appear over the battery, and then a few moments later, a missile would come toward the player ship from the planet wallpaper (kind of like how missiles were launched from AI capital ships in XvT and XWA). The player could shoot at the warhead, fire countermeasures, run, or get hit.


You could also set up a space sector control system, similar to the planetary control system,whereby the faction in control of the sector is allowed an NPC capital ship over the planet that will launch factional fighters to attack opposing faction ships if they approach the planet. That would be some protection against planetary bombardment for the winning faction. For players worried about being able to come and go in non-overt factional ships, you could set up a system to allow smugglers to produce fake "landing codes" that allow you to slip by enemy patrols without getting boarded (if an MP ship) or shot at (if a factional fighter). Smugglers could craft batches of these fake codes (say, in the form of data disks) which then have limited uses. Obviously, these codes wouldn't work if you approached a planet overt.


You could make the NPC capital ship over the planet the focus of deciding the space sector's control (not sure if this is the best idea or if it makes more sense to require factional space stations be built, just thinking out loud). So, if the Imps controlled Tatooine space, there would be an ISD orbiting the planet, guarding against enemy approaches and bombardments by overts. For the Rebels to take control of the sector, they'd have to destroy the ISD. This would have to be done by taking out the tie fighters on the ship (which would respawn in an hour, say) and then boarding the ship, fighting the NPC crew and securing the bridge. Maybe you could allow Imp players to board from another section of the ship to help defend it. Not sure about that.


Once the ship has been destroyed, a Rebel cruiser will spawn in the same area soonafter, and the Imps can seek revenge.


My ideas need fine tuning, I know, but the point is to try to integrate space and ground combat to make the ground GCW more interesting and to bring the GCW to space.


Any feedback would be appreciated,



Tulasi

DeepFatFryer
Fri Jul 22, 2005 3:00 pm
#2

Sounds like you want to be playing Planetside mate.

Also, I'm not too keen on this whole Space/Ground intergration. Whilst it sounds great, in practice it seems to just make it so if you're not a combat character, you end up rather screwed on new space content.



Crixx, Xicrx and Crixxorian Darkmoon - Rebellion, Corsec and Imperial Ace Pilots respectively.
"When once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return."
"If your pvp battles in space only last a few seconds YOU need practice. The game isn't broken, you just suck!" - Thik
"There's no sensation quite like learning to fly. Tounge-tied and twisted, just an earth-bound misfit, I." -Pink Floyd
"One/two shot PvP is good because this is a game of EVASION. NOT ABSORBTION" - Big mean heartbreaker.
"Sod implementing anything half-decent, we have SWG to make! OLOL!"
"We already have expertise in space. It's called a brain." - Leaph.
JediMasta777
Fri Jul 22, 2005 3:05 pm
#3

wow...just wow...this is by far the greatest JTLidea conceived by a player ever...


Your ideas are so well thought out and i like them all but i doubt that the devs would allow master commandos to paint turrets since that would kind of make destroying the base "easier".


Maybe you could make it so that after all npc's/players have been dealt with and all turrets and support structures have been demolished and all terminals have been sliced/overloaded/etc another profession (lets say ranger for now) paints the base and the pilot from space then drops a bomb.


The rest of your ideas are very well thought out though and i wouldnt change them at all.
TomedNor
Sat Jul 23, 2005 8:07 am
#4

No.

For many reasons (twich vs rule based fighting being the largest technical one), space and ground combat need to and should remain seperate.



---------------------------------------
See you around, and happy trails,
- Tomed Nor
*walks off into the forest*
Corbantis ~ Master Ranger, Master Rifleman, CorSec Ace Pilot
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