Starship Corporation

Support Forum
It is currently Tue 19. Mar 2024, 11:31

All times are UTC [ DST ]




Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Special Forces Attack
PostPosted: Wed 27. Aug 2014, 13:59 
Offline

Joined: Thu 2. Aug 2012, 12:10
Posts: 389
Special Forces Units, equipped with stealth suits thats lets them land and infiltrate the ship undetected, try to take over the bridge. They turn off all ship systems to use the darkness to their advantage. Once a room is without power, you and your crew are not able to detect or target the enemy - but he can see you very well...

I included a new visual feedback for unit value changes - very helpful to keep track of armor or health lost in bunched up groups.



Top
 Profile  
 
PostPosted: Wed 27. Aug 2014, 15:12 
Offline

Joined: Thu 10. Oct 2013, 22:51
Posts: 102
nice so of we take over the room back and restore power back on its would be fun :D


Top
 Profile  
 
PostPosted: Wed 27. Aug 2014, 23:43 
Offline

Joined: Fri 7. Sep 2012, 20:32
Posts: 243
Nice, glad to see some combat micro play also glad to see more use of the defend option from before, wasn't sure if it only applied to soldiers but now I see it changes a room's status from "unaligned" to "allied controlled" , I can think of more than a few ways to use that XD

I think certain rooms should take longer for the enemy to take over than others. corridors, sleeping quarters, generators, elevators, all this things are essentially "civilian level" and aren't likely to have high level security protocols but I would imagine things like the armory would be harder for the enemy to take simply because it is such a high risk area that it would be better protected to prevent invasion. Just a thought, I saw the way the armory was placed on the successful ship and thought the idea of harder to lose rooms at vital chokepoints would be a wonderful mechanic, a bit like building a barracks wall on a ramp in starcraft.

_________________
"Sleep after toil, port after stormy seas, ease after war, death after life does greatly please."
"We are here and it is now. Further than that all human knowledge is moonshine."


Top
 Profile  
 
PostPosted: Sun 31. Aug 2014, 19:09 
Offline

Joined: Tue 16. Apr 2013, 21:55
Posts: 195
Did Cyo 18, in the video, die? He was still moving around, but very slowly. Do Cyo crew have a sort of "ripped in half but still alive" mode?


Top
 Profile  
 
PostPosted: Sun 31. Aug 2014, 23:25 
Offline

Joined: Fri 7. Sep 2012, 20:32
Posts: 243
huh, I never noticed that, that'd be pretty cool, being a mechanical organism and all XD

_________________
"Sleep after toil, port after stormy seas, ease after war, death after life does greatly please."
"We are here and it is now. Further than that all human knowledge is moonshine."


Top
 Profile  
 
PostPosted: Wed 3. Sep 2014, 11:14 
Offline

Joined: Thu 2. Aug 2012, 12:10
Posts: 389
Quote:
Did Cyo 18, in the video, die?


When combat is set to "wound", units stop engaging when they consider the target no longer a threat. In case of a artificial human, the really want to make sure he doesn´t get up again ;)


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group