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11/29/09 10:22:20 AM#361
Originally posted by hanshotfirst Um... damage i think, sub-system/specific damge too. A "debuff" is something different than "damage". mainly a debuff is a more or less temporary reduction of my offensive abilities and a "buff" is something that "ups" your offensive or defensiveabilities. Using a skill/ability to for example boost your gun damage is perhaps comparable to a buff, but still the WORD "buff" is inappropriate imo. I hear buff and "tank" and such i think stuff like (basing it on EQ)): Remember i said "wording is important". It would sound completely different if it it were more like: That scenario/wording is effectively the same perhaps, but a lot more appropriate to Sci-Fi and also take special note that none of the ships uses any ability ON another friendly ship (no "buffing", but that all 3 work as a TEAM.
On the min/maxing: That is currently my worry for STO and combat/grouping:
Besides, it's - again judging from the forums and interviews - missing a lot of features/content that i am expecting from a Sci-Fi game in general, and a ST setting specifically: ST was NEVER about combat in the first place, it was always about resolving conflict with as little violence as possible, at least in the Federation's case. |
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11/29/09 10:28:51 AM#362
Originally posted by hanshotfirst Cool, if his description fits then my worries would be unfounded. However, note he did not use terms like "buff" or "tank", nor did one ship use it's abilities to "buff" or "repair" (heal) or even just "transfer energy" to another in his statement. And THAT's the source/reason for people like me being worried about "HT" in STO. |
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11/29/09 10:36:30 AM#363
..why are they trying to make failed version of EVE..? |
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11/29/09 10:54:49 AM#364
Originally posted by hanshotfirst You see, this is a cool reply, something i can work with. As i said above, i do not know either game and i gathered from reading the forums that CO especially does not work the "HT" way. The point aside that - from what info was released so far - i think it's too combat-focused anyways, Also, as said repeatedly above, i think that "buffing" your allies and "debuffing" your enemies are not exactly fitting terms (nor actions) for a space game, as it reeks too much of "snare the enemy and kite it while the DPS does it's job" for example. Extremely leading terms, and if they led my thinking in wrong directions i will correct myself after i have first-hand witnessed how it "really" works. |
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11/29/09 10:59:21 AM#365
Originally posted by Morrok Cool, if his description fits then my worries would be unfounded. However, note he did not use terms like "buff" or "tank", nor did one ship use it's abilities to "buff" or "repair" (heal) or even just "transfer energy" to another in his statement. And THAT's the source/reason for people like me being worried about "HT" in STO. I have him on ignore, so I looked that up. What I described DOES NOT fit what they've said about the game's combat system. There are similarities, but those are superficial. In STO combat, Cruisers can put shields on ally ships (I assume this will be instead of taunting). They do more damage than Science Vessels, but less than Escorts. They have the most more room for engineering mods and officers than other ships ( those are tanking abilities and bonuses such as taking less damage). Science slots and Tactical slots provide some flexibility, but the Science Vessels does science better and the escorts do damage better (that's what tactical stuff is about). Escorts do a lot of damage, but are fairly weak (glass cannon-like). Science Vessels repair and heal other ships from a distance, and have a native ability to debuff with attacks by targeting enemy systems (other ships don't have this ability natively, but they can spend their officer customizing "slots" on this). In short, STO is a tank, healer, DPS system. Like WoW, the tanks, healers, and DPS will split debuffing and other jobs among them due to the flexibility in character customization, but in the end it is a tank-healer-dps system. Yes, you can reconfigure ships somewhat, probably you'll be able to put a healing deflector on a Cruiser, but the Science Ship would have more room for science officers and mods, so it would do its specialized job better, from what I see. In any case, even if such things work out, you are still stuck with the 3 HT roles. As for shields, it doesn't seem like you can make one shield arc more powerful than another. Instead you can transfer power to all shields or away from all shields, but this takes time to do (for what it is worth). Seems likely this will encourage the traditional roles as the Cruiser will have tons of power into the shields, shield friendly ships, and the escorts can put most of their power into their weapons -- that looks like it will be the most effective way to go from what they've said. In any case, there is going to be little reason to try to attack an enemy ship in more than one shield arc. You are going to want to move around so you can focus on that one arc -- whereas I think it would have been better if you could transfer a greater percentage of your shield power to one arc, hence making more incentive for the enemy to try to outmaneuver you...that isn't the case in STO though. I'd note that unlike their other games where things were slightly more complicated (you could possibly have a Controller instead of a Tank and some other stuff in CoH), there are only 3 roles here and even officers and modifications are split into these 3 categories. |
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11/29/09 11:49:51 AM#366
Originally posted by hanshotfirst Ok. This sounds (and it confirms what i have been thinking from reading the foums) as if combat were 2D. Next is the offensive/defensive capabilities you describe. So after this, what would be important to me is how the individual ships move on the map (in "space" ) and how positioning would work. It's a huge difference if a ship is "healed" by another friendly dring combat or if that 2nd ship merely helps the other with painting targets the other cannot see or by placing a minefield to slow down the progress of the opponents.
Also, i would at least expect that positioning matters, even on 2D settings, along the following example (based on a hex-board a la Battletech and using a turn-based vocabulary for ease of keeping track of timed actions): The support would be 2hexes behind the galaxy class and use it's electronics suite as was described above by someone (jamming the missiles or whatever in a 3hex radius, thus covering the Galaxy-class by "debuffing" the enemy missiles to-hit probability as they have to pass through that field to hit the galaxy class. The Escort would be even behind that, or beside the Support, waiting for the enemy to either turn left or right (in an attempt to bypass the Galaxy-class' strengthened shields) and then speed up and fire it's torps at close-range at either front or aft of the enemy. (it's speed, i.e. hexes traveled, adding a damage bonus to the torps when they hit or reducing the effectiveness of the enemies' Anti-missile guns) In order for the enemy to hit the Support, it would have to move into a hex where it had LoS to the support (i.e. LoS were not to move "through" the hex occupied by the Galaxy-.class) etc. The Galaxy-class would use it's movement points primarily to change facing, perhaps move a hex or two. Combat taking place like this is what i would consider "ok" for a space game with a 2D engine. Such combat would require coordinated movement (of the Galaxy class and the support for example) and overall one could speak of tactics and teamwork instead of "just out-heal and/or out-DPS the enemy" as is implied when i hear "HT". |
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11/29/09 11:55:33 AM#367
I'd note that this boils down to: Use energy weapons until the shields are down, then use torpedoes. It adds very little tactical depth (usually none). |
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11/29/09 12:15:10 PM#368
Originally posted by Drachasor And this is exactly what i am worried about. Based on my example with turn-based and hexes above, this would perhaps translate into a scenario as this: A setup like this would inevitably lead to min/maxing as i said above, as the Galaxy would mount all systems/mods/stations and use NPCs that augment power generation and projected shield strength, perhaps add some range to the extension too to allow minor maneuvering errors. "optimal group" would still be dependant on the mission-requirements, but it would generally be at least one galaxy-class to provide the shields, one support for whatever "buffs" they have and 2 or 3 escorts geared towards pure DPS. Of course, ANY group-setup would be able to master the missions, they would be (at least initially) balanced towards a "balanced" group. But the "optimized" group would rip through that content like a hot knife through butter. |
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11/29/09 12:19:51 PM#369
Originally posted by Raltar
OMG!!! Call out the MARINES! Trivia - did you know in this thing called real life, ships have roles also? |
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11/29/09 12:25:22 PM#370
Originally posted by Torak
OMG!!! Call out the MARINES! Trivia - did you know in this thing called real life, ships have roles also? Not as in-combat healers and tanks - as defined by MMORPGs. "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2 |
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11/29/09 12:30:31 PM#371
Originally posted by Torak
OMG!!! Call out the MARINES! Trivia - did you know in this thing called real life, ships have roles also? It's apparently hard for some people to understand this, but while the HT system requires roles, roles do NOT require the HT system. A modern navy is an example where there are roles but it isn't HT. Same with our ground or air-based forces. Heck, a modern high-class kitchen for a restaurant is an example where there are roles, but there is no HT system. Hopefully that makes the point clear enough. Yours is about the 10th+ time or more someone has said that in this thread. |
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11/29/09 2:46:51 PM#372
Originally posted by Morrok
Rest assured the game is 3D, and fully supports movement/combat along the Z axis. For better or worse, they've merely simplified shield facing to four sections only (port, starboard, bow & aft) instead of six (port, starboard, bow, aft, ventral and dorsal). That said, "up" and "down" are constants. Though you'll be able to dive below or ascend above your opponent's bow, you cannot maintain a rotation along the X or Y axis more than about 70°. In other words, you will not be doing barrel rolls, Immelmanns, or loop de loops in your Sovereign. This isn't an Anakin Skywalker simulator. |
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11/29/09 2:53:05 PM#373
Originally posted by Drachasor
If shields weren't divided into four sections, and speed/maneuverability were the same for every ship, you might have a point. However they aren't. Opponents will turn away from the source of attack in order to protect damaged shield facings. In other words, if you just spent the last few minutes broadsiding a Bird of Prey's port shields (a highly maneuverable ship) with your Galaxy-class starship's phaser arrays (a significantly less-than highly maneuverable ship), don't assume that port side will remain exposed by the time you've turned to fire your forward torpedo bays. And here's yet another wrinkle: high-yield torpedos not only have a much slower velocity than energy weapons, but also can be shot down. Don't expect to "kite" targets with torpedos from 10k away and accomplish much. |
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11/29/09 3:15:10 PM#374
Originally posted by Drachasor
If you're hell-bent on allusion, yes, even that example will suffice: Maître d'/waitstaff = tank |
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11/29/09 3:16:10 PM#375
Originally posted by Drachasor
Again like I said, the ships looked like they were moving pretty well to me. Perhaps even though you complain about things not being realistic enough in other areas, now you're complaining about them being too realistic. A galaxy class starship's "evasive maneuvers" are quite different from a fighter jet's evasive maneuvers. Have you ever played a naval combat game? Or watched a naval combat movie? Watch the movies and shows of star trek again and compare them to the videos again. They don't just take a battleship and do barrel rolls or stuff like that. You also probably weren't looking that closely otherwise you'd see the ranges changing pretty quickly, closing kilometers in seconds. When they're not doing that, they're obviously circling the other ship for a better tactical position. Honestly if the ships don't look like they're "really moving in relation to eachother" then you're clearly just exaggerating. As anyone with a bit of media knowledge will tell you, very likely the reason they put those short clips in is so they could show the combat, but focus on the "ooh" "ahh" parts of all the different things they're talking about. If you want an actual combat trailer, go check on youtube. Those are actually pretty tactical and movement is quite smooth and fluid. But of course, I won't be surprised if you've simply ignored this stuff. It's been my experience from your recent posts that you're really just looking for any chance to bash the game that you can get. Enough so to be grasping at straws and making weak arguments about how they put together a video that wasn't exactly to your liking the way you would have directed it. Sorry if they're not coming to you for advice on how to design/run/promote their game, I'm sure you have much better qualifications at this sorta thing than they do. "Because it's easier to nitpick something than to be constructive." -roach5000 |
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11/29/09 3:18:15 PM#376
Originally posted by Drachasor
And yet, you still have no actual knowledge of how extensive, or even if the HT system is in the game. "Because it's easier to nitpick something than to be constructive." -roach5000 |
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11/29/09 5:05:43 PM#377
Originally posted by hanshotfirst Ok. The reference to SW is a bit inappropriate imo. "up" and "down" being constants... Still, thanks for the clarification. |
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11/29/09 6:56:15 PM#378
Originally posted by Blurr
Again like I said, the ships looked like they were moving pretty well to me. Perhaps even though you complain about things not being realistic enough in other areas, now you're complaining about them being too realistic. A galaxy class starship's "evasive maneuvers" are quite different from a fighter jet's evasive maneuvers. Have you ever played a naval combat game? Or watched a naval combat movie? Watch the movies and shows of star trek again and compare them to the videos again. They don't just take a battleship and do barrel rolls or stuff like that. You also probably weren't looking that closely otherwise you'd see the ranges changing pretty quickly, closing kilometers in seconds. When they're not doing that, they're obviously circling the other ship for a better tactical position. Honestly if the ships don't look like they're "really moving in relation to eachother" then you're clearly just exaggerating. As anyone with a bit of media knowledge will tell you, very likely the reason they put those short clips in is so they could show the combat, but focus on the "ooh" "ahh" parts of all the different things they're talking about. If you want an actual combat trailer, go check on youtube. Those are actually pretty tactical and movement is quite smooth and fluid. But of course, I won't be surprised if you've simply ignored this stuff. It's been my experience from your recent posts that you're really just looking for any chance to bash the game that you can get. Enough so to be grasping at straws and making weak arguments about how they put together a video that wasn't exactly to your liking the way you would have directed it. Sorry if they're not coming to you for advice on how to design/run/promote their game, I'm sure you have much better qualifications at this sorta thing than they do. I've watched Star Trek. TNG had evasive maneuvers for the Enterprise and they worked (of course, I suppose it doesn't help that STO combat represent 2 dimensional thinking). Maybe your opinion is colored by all these other combat videos you have watched. I looked at the official combat videos yet again, but I did look at them specifically for combat movement twice and I didn't see much. There is some closing of distance, but that's really it. What I said before was a bit of an exaggeration, but even so that doesn't mean there is tactical depth -- I do not think it was a tremendous exaggeration. Also, there really isn't much incentive IN the combat system to have significant movement. You want to shoot the weakened shield and that's about it. They could have made it better than this (as I have stated before and gave an example how). The circling bit is exactly my point, btw. It seems like both ships circle (with a bit of closing in), so their relative positions don't change that much. This even applies in group situations. Looks pretty dry to me, overall. I'm loading some combat videos at the moment btw. Saw about 5 minutes or so of ground combat. That looked mighty unimpressive so far. Space combat is loading, I'll see what I think after I see that (seen a little against a Borg cube, that wasn't impressive so far, internet connection is slow, so I'll post later). Despite what you think, I do test my opinion and reevaluate. I've also defended some of what the game as done, such as everyone being a captain. Anyhow, if I was going to make snarky comments about you, I'd probably say something about how you seem intent on supporting everything the game does the way it does it and when people object you say they have to be wrong even when at best neither party can be certain of being right. Well, I am sure I could do worse than that, but I don't really find it that productive, so I try to avoid it (occasionally I have lapsed when I've been under a lot of stress). |
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11/29/09 6:59:19 PM#379
Originally posted by Blurr
And yet, you still have no actual knowledge of how extensive, or even if the HT system is in the game. Hard to take this seriously when the Devs have game trailers where they ONLY talk about these 3 roles, and there are 3 classes in the game (each one suited particularly well for one of those roles and not the other two), 3 ships classes (each one especially suited to one of the roles), 3 types of modications for a ship (each one particularly suited to one of those roles), etc. Yeah, I am sure something magically different is going to pop out of that. Too bad no one can even begin to describe what that is, eh? |
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11/30/09 9:39:39 AM#380
Originally posted by hanshotfirst
Rest assured the game is 3D, and fully supports movement/combat along the Z axis. For better or worse, they've merely simplified shield facing to four sections only (port, starboard, bow & aft) instead of six (port, starboard, bow, aft, ventral and dorsal). That said, "up" and "down" are constants. Though you'll be able to dive below or ascend above your opponent's bow, you cannot maintain a rotation along the X or Y axis more than about 70°. In other words, you will not be doing barrel rolls, Immelmanns, or loop de loops in your Sovereign. This isn't an Anakin Skywalker simulator.
Given the lack of Gravity & Friction in SPACE there really is no logical reason for that other then the fact thier engine can't handle that. I mean, even if the ships weren't moving quickly (aka fighter style) doesn't mean that they would be incapable of performing a loop or immleman anymore then they are incapable of coming about. Combine that with the vertical axis making no difference to shield or weapon facing and the Z axis ends up making little FUNCTIONAL difference in the game. |
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