Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


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 Post subject: Re: Unfinishable Late Game
PostPosted: Mon May 27, 2013 7:41 am 
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CCA
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Temperature is a nice idea, especially in combination with boost.


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 Post subject: Re: Unfinishable Late Game
PostPosted: Mon May 27, 2013 11:20 am 
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hum...temperature with engines, what a fascinating idea like core stability, lets say past 75 it will start to drop, and when temperature gets high it will cause fires on board then at max...it will kill the BC

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 Post subject: Re: Unfinishable Late Game
PostPosted: Mon May 27, 2013 12:13 pm 
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Killing ship at 0% doesn't sound too good. And judging from the GW/speed, it should start increasing at 105GW.

From what i think heat should be like this:
0% + cold state
20% + speed bonus
40% + random fires on the cruiser
60% + random explosions, happening every 5-15 seconds, dealing like 100-200 damage instantly and pushing bc slightly in random direction
80% + reduce energy efficiency of engines by 1/3 (or possibly opposite? increase it!!! making pushing engines above 80% viable)
100% - engines explode, dealing 1000-2000 damage to cruiser and giving you a tripple boost effect, super-speed for 10-20 seconds. After that engine has to be repurchased (boost actually gives you some time to do this), exploded engines cannot be repaired, and are capped on 100 gw speed with 50% efficiency (so it would work as 50GW), increasing power would just make you waste it - won't produce any effect except increased energy loss.

Additional Skill to Science: Cold Injection - reduces engine temperature by 10% / 15% of maximum value (kinda similar to purge) - effect is doubled if engines are at 0.

Additional Upgrades (Only one can be picked)
1. Reduce Heating rate of engines by 30%
2. Increase energy efficiency of engines by 15%
3. Increase cooling of engines by 30% (having this would let you keep a higher speed at which your engine will not be heating, but would still be worse compared to Reducing Heating Rate if engines are pushed over 300 GW)
4. Decrease Heat Caused by boost by 50%

Obviously numbers are random, should put some thinking to it in order to bring the balance.

Oh, and i think engines should cool down at same rate on all speeds, i mean like 0.30% per tick, so that it'd take like 3 minutes to cool down engines from 99% without using cold injection. Purchasing 3rd upgrade would make that time 2 minutes, cause it'll be 0.40% per tick.
every 5GW engines increases heating by
0.015% per 5GW : 0-100 GW,
0,010% per 5GW : 105-350 GW
0,005% per 5GW : 355-...

This way 100GW would be no heating,
200GW would be 0.20% heating per tick
350GW would be 0,50% heating per tick
400GW would be 0,55% heating per tick
600GW would be 0,75% heating per tick
800GW would be 0,95% heating per tick
1000GW would be a sick amount of 1,15% heating per tick

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Last edited by IvanX on Mon May 27, 2013 12:47 pm, edited 3 times in total.

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 Post subject: Re: Unfinishable Late Game
PostPosted: Mon May 27, 2013 12:19 pm 
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Overall, I think the temperature is a nice idea. Since it would probably be linked to power, a veteran role, it's not necessarily something you'd expect to see going crazy regardless. It does have a lot of potential.

My first worry about it: this means, in theory, the chasing team will be forced to sustain more heat due to a greater distance traveled than the chased team. This is ignoring the further distance caused by juking, wrapping, ETC. Therefore, this causes further issues for an unfinishable game, seeing as 'catching up' to people can be even more difficult than before due to engine restrictions. It does help solve the BC's super speed movement mechanic however.


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 Post subject: Re: Unfinishable Late Game
PostPosted: Mon May 27, 2013 12:52 pm 
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WhyteDragon wrote:
My first worry about it: this means, in theory, the chasing team will be forced to sustain more heat due to a greater distance traveled than the chased team. This is ignoring the further distance caused by juking, wrapping, ETC. Therefore, this causes further issues for an unfinishable game, seeing as 'catching up' to people can be even more difficult than before due to engine restrictions. It does help solve the BC's super speed movement mechanic however.


That is where kerm bumps in, you can spend it to cool engine down while in chase and have that opportunity, but i do not think that it'll go that far, i mean once hostile ship will start getting the damage from explosions caused by huge engine temperature, they'll either be forced to reduce speed or will just die in coop with your lasers, -- you can still have repair bots on your cruiser healing your hull from explosions to make it a zero loss. So yes, enemy cruiser will still have a chance to pull out a come back, if they did get enough kerm. Because if you got all of the kerm - they just will have no chance, your engines wouldn't even heat with all the cold injections, after 5-8 min chase your team will win.

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 Post subject: Re: Unfinishable Late Game
PostPosted: Mon May 27, 2013 1:07 pm 
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If the chaser team happens to dominate the vast majority of the game, they should be able to afford 2 destroyers.
The thing with temperature is that every run will come to an end caused by temperature.
After 100% is reached, you just let 2 dessies of yours snipe their BC and that's it.

The second thing is that boost should be very expensive on temperature, so if the running team sees them engaging, they will HAVE to use boost, as they won't have high engine power quickly enough. -> Chaser's temperature is raised by normally flying to them, runner's temperature is raised by boost.


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 Post subject: Re: Unfinishable Late Game
PostPosted: Mon May 27, 2013 3:42 pm 
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Here is a thought, Has anyone here every played Bomberman? (waits a few seconds) it has a sudden death/times-up factor where it drops blocks in to reduce available space :p perhaps something could be similar for cruiser command? based on the scenario that they are trapped in a warped space (or chaotic space) Could be spacial fissures that start opening up (spawning) that are collide-able, causing damage with greater intensity... It could turn the map eventually into some tricky corridors, making it nearly impossible for a late game BC to be boosting and speeding around carelessly, giving something like a destroyer a chance to catch up :p

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 Post subject: Re: Unfinishable Late Game
PostPosted: Thu May 30, 2013 2:22 am 
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Hopeinmo wrote:
Here is a thought, Has anyone here every played Bomberman? (waits a few seconds) it has a sudden death/times-up factor where it drops blocks in to reduce available space :p perhaps something could be similar for cruiser command? based on the scenario that they are trapped in a warped space (or chaotic space) Could be spacial fissures that start opening up (spawning) that are collide-able, causing damage with greater intensity... It could turn the map eventually into some tricky corridors, making it nearly impossible for a late game BC to be boosting and speeding around carelessly, giving something like a destroyer a chance to catch up :p


Or just add a huge leviathan spawning after 30 mins and crashing everything in it's path :roll:


Btw, another hot suggestion:
The idea of moving tracktor beam to science console has already been discussed, but it will regain new power if you also add a "power console-like" power drain.

What i mean is, besides adding tracktor beam launch abbility, put an "energy drain" to it, this way you will be able to pull enemy cruiser and small ships stronger, if you spend the amount of energy to it, more energy you spend, stronger you pull. This way you'll be able to invest 800 energy per sec to it and make enemy cruiser not move even being on 800 GW on engines, this will allow you to pull dessy tactics out even better, as well as using broadsides and finishing off enemy cruiser once you finally catch him, he'll try to run, but if you got a good guy on science, he'll increase energy on tracktor wisely to prevent enemy engines from overlapping, and if your navigation will use boost to chase at the right time, the tracktor beam will not be broken. Wallah, easy way to finish fight.

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- It gets wet.
_________________
- How do zombies get to work?
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 Post subject: Re: Unfinishable Late Game
PostPosted: Thu May 30, 2013 12:59 pm 
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That assumes that you can get the drop of them and strike the low speed tractor beam, but I do get where you're coming from. The main issue is that there's currently no interface regarding the drain of tractor beam and currently you can't really define '800gw' of engines so easily. With stabilizers? Without stabilizers? Can't they still just boost to break it? Can't they just turn into you and suddenly that turns into 1600gw of engines ramming your ship in the other direction, suddenly leaving your destroyers in the dust?

It's not quite so simple as 'put tractor beam on them, they can't move now!'


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 Post subject: Re: Unfinishable Late Game
PostPosted: Thu May 30, 2013 3:20 pm 
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Dont see much of a problem here. By 800 GW of engines i meant the acceleration, same as u get for setting engines up high - u dont get speed instantly, so once u use it - you got lock on enemy, you pull him to yourself with fixed acceleration based on tracktor power level, if enemy is heading on you - sure u get double the speed, his acc+ your beam acc, but if he's trying to run - u reduce his engines acceleration.

Stabilizers or not - that is not an issue, but sure u can balance it if u introduce another tracktor beam upgrade with 3 levels - 10% each. As for triggers, it seems pretty easy. Assuming both cruisers have same weight, and assuming beam power is equivallent to engine power - just recalculate acceleration of both cruisers by doing a vector sum of 50% tracktor beam strength towards enemy and engine power acceleration vector facing the front of the cruiser.

As for boost, yes, why not, let it break tracktor, boost is no more then a short term huge acceleration. If you're good enough, you'll boost after the cruiser and keep your tracktor running

If you dont like that idea - u can also copy boost and apply it to tracktor beam. Meaning an upgradable abbility, that allows you to pull object really fast for a short period of time.

Two more suggestions:
Gief tracktor for free at start to both teams - it'll be up to them if they want to waste power to use it - pulling asteroids or smthing.

And another interesting upgrade would be hardened hull aka anti ramm fortification something - reduces damage taken from ramm 4x10%.

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47.3% of all statistics are made up on the spot...
_________________
- What happens when you throw a blue rock into the red sea?
- It gets wet.
_________________
- How do zombies get to work?
- Traaaaaaaainz!


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