I am rather news so I don't know if anyone already posted on this, I don't remember seeing anywhere on the board. what about the ability to do an energy transfer? if we fly in a squadron we can give each other shields and such.
I am rather news so I don't know if anyone already posted on this, I don't remember seeing anywhere on the board. what about the ability to do an energy transfer? if we fly in a squadron we can give each other shields and such.
If players, working as a group to increase the efficiency of a mining operation discover that there is an advantage of having one specialised mining role and one transporting role then that would effectively create the same scenario. Would you feel players are therefore being forced in to such roles? Are you against that type of emergent strategy too?Another reason I don't like the 'healing' idea is that it pushes people towards certain group set-ups. If having a shield-booster in your party is a benefit (which it should be, otherwise what's the point), then groups will all be pushed towards having healers, which sucks if you're playing with a group of mates, none of whom want to play that role.
Agreed.Also, I don't like the idea of 'hull' or 'systems' healers, because ship repair is one of the big money sinks in the game. Limited repair should be possible in the field, especially for explorers, but there should be a definite and pressing need for players to get back to a shipyard if they're in a really bad way. Otherwise you lose a lot of the tension that made the original games so compelling.
If players, working as a group to increase the efficiency of a mining operation discover that there is an advantage of having one specialised mining role and one transporting role then that would effectively create the same scenario. Would you feel players are therefore being forced in to such roles? Are you against that type of emergent strategy too?
I am rather news so I don't know if anyone already posted on this, I don't remember seeing anywhere on the board. what about the ability to do an energy transfer? if we fly in a squadron we can give each other shields and such.
We don't really know how the game will play out yet, but there's a good chance many player groups will have one player in a big trading ship with others in fighters around them, cutting a swathe through baddie-infested space taking their valuable cargo to market.
I tend to think healing shields would give the player stuck in the tank something to do. If shields are made of energy that's depleted by projectiles, it's not hard to imagine it would be replenished by a shot of compatible energy. Intercepting those shots could be a whole strategy in itself.
No-one is forced into mining, whereas people are going to be frequently forced into combat... I have actually suggested myself that divvying up labour in mining operations should be beneficial, as my opinion is that mining seems a bit solitary. It would be good to have a system whereby you have someone scouting for mining sites, someone at the coalface, another refining the product, a couple of ships transporting the product to the station, and some defence ships on stand-by.
But because you can be forced into combat, and probably will be quite frequently, then the combat system has to treated differently. It's a core part of the game, as opposed to an ancillary part like mining, and needs to be got right, especially with reference to group dynamics. What's 'right' is subjective, and probably needs a lot of playtesting. I suspect that healing isn't 'right' for the tactical action game that Mike's been talking about in some of his posts, though.
OK, so if there exists *any* benefit to groups by individuals specialising in specific weapon types or ship types then you'd be unhappy with that as a design? I think it would be a tall order for the developers to make such a symmetric (and probably boring) game.
If we use the idea of technology being available to re-energise shields, then the counter technology would also exist.