Make spinal cannon can't attack in bout 1

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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jinlanid
Space Squid
Posts: 88
Joined: Mon Aug 12, 2019 9:26 am

Make spinal cannon can't attack in bout 1

#1 Post by jinlanid »

Make spinal cannon requires to "prepare" in bout 1. So:

You can use bout 1 to clear some decoy.
Spinal cannon feels more "heavy".

Bobit
Space Floater
Posts: 29
Joined: Mon Feb 02, 2015 2:52 am

Re: Make spinal cannon can't attack in bout 1

#2 Post by Bobit »

I mean on average half your ships will attack before it in bout 1 anyways so you can already clear decoys. This would just let you clear a little less than 3x as many decoys.

Having just one weapon avoid decoys seems weird.

If devs ever wanted to remove decoys entirely they could just make damage spill over.

Ophiuchus
Programmer
Posts: 3433
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Make spinal cannon can't attack in bout 1

#3 Post by Ophiuchus »

I thought about doing something about the spinal cannon because it feels like the death star weapon.

But maybe rather charging one bout and then shoot the next bout. And double the damage per bout to keep total damage the same.

It could also be a alpha weapon doing four times the damage but only in the first bout (you come in ready to shoot, but are not able to recharge until the battle is finished). This could make for some glass cannons designs. But that is rather boring(?).

Anyway if we do this, rather later in the cycle. First come one or two close-range weapons (bouts 3 and 4) for stealth attacks and fixing damage prediction and UI and AI support.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Look, ma... four combat bouts!

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