Thrawn's Revenge

Mod & Network News => News, Dev Diaries & Announcements => Topic started by: Corey on November 15, 2017, 09:27:24 PM

Title: 2.2 Ability Preview: Capturing Ships (With FAQ)
Post by: Corey on November 15, 2017, 09:27:24 PM
A few days ago, I released a video showing one of the new abilities Pox has been working on for 2.2, unit boarding. We've held off on posting this in other usual news sources because I wanted to take some time to respond to some of the more common questions that go along with it, which I'll be doing after the video:

https://www.youtube.com/watch?v=h2HXt6j1KAg

Although it was specifically mentioned in the video that the exact numbers (success chance, unit price) you were seeing were not the actual numbers and instead just to make it as easy as possible to get the video showing the basic mechanics, one of the primary concerns raised by people was about balancing. First, I want to re-iterate that the boarding units will be expensive, in both credits and pop cap, typically similar to a capital ship in both areas. This is not a unit you will be spamming and trying to do so would be an incredibly bad idea. Your success chance with boarding is almost nothing if the target ship is anywhere near full health, and your boarding shuttles are incredibly vulnerable- successfully capturing an enemy ship will require something of a concentrated effort, and after you've captured the ship, it will typically be very heavily damaged- something you will need to protect, not something you will be using to help you win that engagement. we're also considering turning off major subsystems after a successful boarding (as you'll only have a skeleton crew).

So, other FAQ:

1. What can be captured?

The typical rule of thumb will be ships between 500 meters and 2000 meters will be capture-able. There will be some exceptions, but that's essentially how it works. This includes things like Hapan Battledragons, Star Destroyers and most things in between. This does mean SSDs will not be boardable in this way.

2. Who will have this ability?

Right now, the New Republic, Duskhan League and era 2 Remnant have it, with era 5 Remnant being another possible candidate. It's undecided how far it will go beyond that.

3. Does success chance change between ships?

Success chance is currently based on proportion of total ship health, so it does take more actual damage to get larger ships down to any given success chance, but in terms of overall percent it is the same. Capturing ships is currently fairly difficult as it is, but if it ends up being too easy, this is one potential area we'll be examining.

4. Can you tell your ships not to target the ship while it's being boarded?

Currently no, however making ships invulnerable while being boarded is something we're considering.

5. What's the cooldown? Is the boarding shuttle removed after being used?

Currently we're undecided whether we're going to use a direct cooldown, a limited amount of tries for the ability per shuttle in any given battle, or both. Currently, the shuttle is not removed after successfully (or unsuccessfully) being used. While removing them for a successful boarding may sound like it makes it less powerful, in practice, they're quite fragile, quite expensive and because of the pop cap value they take up, keeping them in the battle afterwards makes more sense in keeping the attempt to capture a ship a primary focus of a battle, instead of something you just incidentally do.

6. Will fighter compliments reflect the new or the original owners?

Currently they stay with the original loadout, but this is something I'd like to change for the first patch post-2.2. It shouldn't be an especially difficult one to make, but there's certain other variables I want to change to certain fighter loadout situations, and it makes more sense to implement it all at once than doing piece by piece.

So, hopefully that gives you an idea of how the ability works. If you still have questions feel free to post them here, on the video comments, or in our official discord channels on the CGB Coalition server: https://discord.gg/t3WJugG

Title: Re: 2.2 Ability Preview: Capturing Ships (With FAQ)
Post by: StarBornMichaelh165 on November 18, 2017, 02:09:40 PM
Now this Ability is going to be important and interesting to use when people want to make a Roleplay in the mod. But anyway two questions I now have is Will the transport be able to board Alliegnse's Sacetor's and Perator 2's abd any other ships that fit with the ability?
Title: Re: 2.2 Ability Preview: Capturing Ships (With FAQ)
Post by: Mr.Puerto on November 18, 2017, 03:59:38 PM
Now this Ability is going to be important and interesting to use when people want to make a Roleplay in the mod. But anyway two questions I now have is Will the transport be able to board Alliegnse's Sacetor's and Perator 2's abd any other ships that fit with the ability?
"500 meters and 2000 meters" is the length that you'll be able to capture as it says in the description. So no you'll not be able to capture those ships.
Title: Re: 2.2 Ability Preview: Capturing Ships (With FAQ)
Post by: Lord Xizer on November 19, 2017, 01:52:11 PM
Grand theft spaceship
Title: Re: 2.2 Ability Preview: Capturing Ships (With FAQ)
Post by: demcalves on November 21, 2017, 11:26:28 AM
I'm guessing from LUA scripting boarding ability, for the outcome of either a successful boarding attempt, you are using a random number generator? If so there is a lot of creativity with logic that you can take advantage of to make different outcomes. for example when the number between 0 and n is greater than n/2, boarding is successful, less than n/2 and boarding is not successful, if number = n then the ship is made neutral and anybody can capture it again, and if 0 the ships main reactor is set off and the ship is destroyed, including anything nearby!