Emergency Jump
Posted: Sun Jun 08, 2014 4:19 pm
So let me start this by saying 1. I love cruiser command and its mechanics quite a bit, and would rather it stays the same rather than a change make it worse / less fun / less balanced, and 2. I am a computer programmer and understand how the 'users' opinions don't always fit the mold for what I (or the company I work for) would like the product to be. Given that, I completely understand that this feature may not make sense for the Crusier Command experience.
But here is my idea and the thought process behind it:
So, my explanation: Cruiser command (especially in non pro games, the 'bronze league') comes down to the following events:
- Both teams power down their battlecruiser, apply minimal shielding, and charge capacitors
- At some point team 1 decides the game is on, and powers up their battlecruiser, and sets course for team 2
- Hopefully team 2 doesn't have time to react (which is probable, because it mostly consists of new players in small ships fighting other small ships and avoiding the position of the enemy battlecruiser because it will murder them just for getting near it)
- Battlecruiser 1 starts attacking team 2. Battlecruiser 1 defeats BC 2 because team 2 wasn't prepared for BC1 to get there.
By the time team 2 knows something is wrong, their battlecruiser's shields are already down, because the person in the captain seat (intelligently) put the shields on the bare minimum to defend against astroids and small ship fire, but that was only enough to withstand a few seconds of enemy battlecruiser fire. Once the shields are down, while being attacked, team 1 now has to do these three things before they are even ready to mount resistance:
- get from the field to their battlecruiser (and coordinate the orders to do so)
- get someone on power and nav
- start repairing the ship (debris is in the way of vital systems by now)
Assuming that works, now what can they even do? The emergency shield energizers can't do much against sustained fire from the enemy battlecruiser. The only hope here is that team 2's battlecruiser had more time for upgrades, because team 1 spent less time mining.
So, lets say team 2 holds out long enough to get their stations manned. What now? Do they run? Power up the engines. But BC 1 can just match speed and pursue. Do they fight? They have no shields. Do they launch small ships? The small ships would be annihilated within only a few minutes against BC 1's laser cannons, and then they no longer have those small ships (which are vital to hunt miners).
At this point, I feel that the captain running power on BC 2 has no choice but to order stand and fight. Then, it becomes mostly a numbers game, where BC 1 already has the better numbers. Sometimes the person running BC 2 is more experienced than the person running power on BC 1, and BC 2 can win just by manipulating the power, but often especially either experienced vs experienced or unexperienced vs unexperienced players, BC 1 ultimately always wins that scenario.
On a side note, this may be a good argument for the BC laser being overpowered, or small ships not having enough hp/dps, but that that isn't the thought process I am going down here.
So, in summary, in a game like this, often by the time team A knows that it needs to defend itself from team B, and how it should go about doing that, team B already has the advantage because it has time to prepare the attack, and team A hasn't.
So, with that said, I look at other strategy games for how they have overcame this problem. I see two ideas out there:
1. RTS's and chess have a defenders advantage: Your base starts well defended, and you can expand those defenses as time goes on.
For example, in Warcraft III we have guard towers, which can't stop an attack straight up due to their poor HP, but add additional damage for the defending army while the defending army works as a meat shield. And, even before that point in the game, when the enemy hero could pounce on the defending team's base before the defending hero could be made, there is a 'call to arms' like feature for each race that uses the defending team's workers as army units. In command and conquer, the defenses are substantially more strong then the opposing team's units, but not as mobile. In Unreal Tournament 2004, the defending team's base has turrets, spawns stronger vehicles than the opposing team may be using, and is the spawn point for defending players and not offensive players. LoL/DotA clones have lane towers which gradually get less effective as the game goes on. And chess, obviously the other side of the board is more of the enemy's 'territory' and it is harder to hold positions there.
In all of these games, the 'king' piece of the game that needs to be captured to win is well defended from early opportunistic attacks that cause any harm other than minor inconvenience. However, this isn't how cruiser command is played - the attacking team brings its whole base with it to attack the defending team's base, and therefore there is really no concept of defense only units or advantage. It would be cool to have some kind of defense only and not offenseive small ship, but I have no idea what that ship would do (immobile spacedock?). Which brings me to idea two:
2. Nexus wars type games give you a second life / chance
In nexus wars, eventually the tide starts turning against you and you realize the game is really on, and you're about to get screwed, and there is nothing you can do about it. At this point, each player is given a 1 time nuke that substantially disrupts the enemy onslaught, and starts pushing the enemy the other way.
But this is a kind of silly mechanic. Even if such a mechanic could be worked out in a way which applied to cruiser command would be silly - at its heart, cruiser command tries to be more mature than those kinds of mechanics. So, what does that leave us with?
Well, what happens in Battlestar Galactica when all the Cylons suddenly show up when the colonists thought this should have been safe downtime? Well, EMERGENCY JUMP! The captain orders the jump, the XO puts his key in and so does the guy on science or engineering or whatever, a 30 second countdown starts, and bam the whole fleet goes 'somewhere'.
Now that they have crapped their collective pants, they know what they are up against, and they have a little time to defend themselves, before the inevitable and probably very soon epic fleet battle occurs.
And, in cruiser command, the same sort of thing will hopefully happen - the defending team will have time to energize their shields and get all hands at battle positions before they turn around and go in to kick team 1's ass.
With that all being said, I think that this game outcome needs some options for adding defenders advantage, and emergency jump is the best idea I can come up with.
But here is my idea and the thought process behind it:
Code: Select all
- Emergency Jump
Once per game, the ship can blink from its current location to a random location on the map, at least 1/5 of the maps width in distance away from the weapons range of the enemy battlecruiser. (I'm trying to go with some sort of mechanic that prevents a team's jump drive from being exploited to being used to bring it straight to the kerm field here).
Jump drive requires two bridge officers to activate (as long as there is at least 2 players on the team), bridge officers counting as people on nav, weapons, power, science, or upgrades.
Activating the jump drive takes 6 seconds to activate once it has been started. Players on the team with the jumping battlecruiser will be notified that a jump has been activated.
- Both teams power down their battlecruiser, apply minimal shielding, and charge capacitors
- At some point team 1 decides the game is on, and powers up their battlecruiser, and sets course for team 2
- Hopefully team 2 doesn't have time to react (which is probable, because it mostly consists of new players in small ships fighting other small ships and avoiding the position of the enemy battlecruiser because it will murder them just for getting near it)
- Battlecruiser 1 starts attacking team 2. Battlecruiser 1 defeats BC 2 because team 2 wasn't prepared for BC1 to get there.
By the time team 2 knows something is wrong, their battlecruiser's shields are already down, because the person in the captain seat (intelligently) put the shields on the bare minimum to defend against astroids and small ship fire, but that was only enough to withstand a few seconds of enemy battlecruiser fire. Once the shields are down, while being attacked, team 1 now has to do these three things before they are even ready to mount resistance:
- get from the field to their battlecruiser (and coordinate the orders to do so)
- get someone on power and nav
- start repairing the ship (debris is in the way of vital systems by now)
Assuming that works, now what can they even do? The emergency shield energizers can't do much against sustained fire from the enemy battlecruiser. The only hope here is that team 2's battlecruiser had more time for upgrades, because team 1 spent less time mining.
So, lets say team 2 holds out long enough to get their stations manned. What now? Do they run? Power up the engines. But BC 1 can just match speed and pursue. Do they fight? They have no shields. Do they launch small ships? The small ships would be annihilated within only a few minutes against BC 1's laser cannons, and then they no longer have those small ships (which are vital to hunt miners).
At this point, I feel that the captain running power on BC 2 has no choice but to order stand and fight. Then, it becomes mostly a numbers game, where BC 1 already has the better numbers. Sometimes the person running BC 2 is more experienced than the person running power on BC 1, and BC 2 can win just by manipulating the power, but often especially either experienced vs experienced or unexperienced vs unexperienced players, BC 1 ultimately always wins that scenario.
On a side note, this may be a good argument for the BC laser being overpowered, or small ships not having enough hp/dps, but that that isn't the thought process I am going down here.
So, in summary, in a game like this, often by the time team A knows that it needs to defend itself from team B, and how it should go about doing that, team B already has the advantage because it has time to prepare the attack, and team A hasn't.
So, with that said, I look at other strategy games for how they have overcame this problem. I see two ideas out there:
1. RTS's and chess have a defenders advantage: Your base starts well defended, and you can expand those defenses as time goes on.
For example, in Warcraft III we have guard towers, which can't stop an attack straight up due to their poor HP, but add additional damage for the defending army while the defending army works as a meat shield. And, even before that point in the game, when the enemy hero could pounce on the defending team's base before the defending hero could be made, there is a 'call to arms' like feature for each race that uses the defending team's workers as army units. In command and conquer, the defenses are substantially more strong then the opposing team's units, but not as mobile. In Unreal Tournament 2004, the defending team's base has turrets, spawns stronger vehicles than the opposing team may be using, and is the spawn point for defending players and not offensive players. LoL/DotA clones have lane towers which gradually get less effective as the game goes on. And chess, obviously the other side of the board is more of the enemy's 'territory' and it is harder to hold positions there.
In all of these games, the 'king' piece of the game that needs to be captured to win is well defended from early opportunistic attacks that cause any harm other than minor inconvenience. However, this isn't how cruiser command is played - the attacking team brings its whole base with it to attack the defending team's base, and therefore there is really no concept of defense only units or advantage. It would be cool to have some kind of defense only and not offenseive small ship, but I have no idea what that ship would do (immobile spacedock?). Which brings me to idea two:
2. Nexus wars type games give you a second life / chance
In nexus wars, eventually the tide starts turning against you and you realize the game is really on, and you're about to get screwed, and there is nothing you can do about it. At this point, each player is given a 1 time nuke that substantially disrupts the enemy onslaught, and starts pushing the enemy the other way.
But this is a kind of silly mechanic. Even if such a mechanic could be worked out in a way which applied to cruiser command would be silly - at its heart, cruiser command tries to be more mature than those kinds of mechanics. So, what does that leave us with?
Well, what happens in Battlestar Galactica when all the Cylons suddenly show up when the colonists thought this should have been safe downtime? Well, EMERGENCY JUMP! The captain orders the jump, the XO puts his key in and so does the guy on science or engineering or whatever, a 30 second countdown starts, and bam the whole fleet goes 'somewhere'.
Now that they have crapped their collective pants, they know what they are up against, and they have a little time to defend themselves, before the inevitable and probably very soon epic fleet battle occurs.
And, in cruiser command, the same sort of thing will hopefully happen - the defending team will have time to energize their shields and get all hands at battle positions before they turn around and go in to kick team 1's ass.
With that all being said, I think that this game outcome needs some options for adding defenders advantage, and emergency jump is the best idea I can come up with.