Slooow Down Combat Damage in Space and Ground

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CaptnBarbosa
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Slooow Down Combat Damage in Space and Ground

Post by CaptnBarbosa » Fri Aug 26, 2016 2:08 pm

From a new player perspective, I was a little intimidated to hop in and be part of a crew when things seem to move so fast right from the get go. For balancing, I recommend increasing the survivability for everything at the beginning of the game by reducing the damage output of the first handful of encounters.

Let the shields get pummeled by bad guys while the crew figures out how to retaliate. The status reports will be much easier to communicate when everyone knows what they are looking at.

On the ground, let the first initial bad guys be not as lethal. It was very disorienting to be destroyed immediately without having a clue as to what happened to me. Respawning and finding your way back to your teammates isn't fun while trying to understand and learn the game.

I'm an avid gamer and I understand it now but in the future, bringing on new crew mates, low damage and higher survivability will make initial encounters more fun and a better learning process.

Ying Seh
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Re: Slooow Down Combat Damage in Space and Ground

Post by Ying Seh » Sun Sep 04, 2016 8:34 pm

I can see where you are coming from, however how does this work when a new player joins a crew of vets? Does the damage go down for just the new player or the whole team and in space is the damage reduced just because a new play is there? How would the game determine new players?

This seems to open up a few more problems then solutions, though the idea does have some merit it just needs some refinement.
I would suggest that if you lower the damage for new players the amount of new players would have to outweigh the amount of vets, lets say three or more. An alternative to the game detecting new players is there being a toggle in the server hosting menu that says 'I am new' this reduce damage like your suggestion says, then the host can turn this toggle to 'I am able.' And this can return the damage to normal, but the host will not be able to turn the toggle back to the easy mode for that server.

Or there can just be a tutorial/traing academy.

Trusin
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Re: Slooow Down Combat Damage in Space and Ground

Post by Trusin » Sun Sep 04, 2016 11:54 pm

I think combat in general in both space and ground need some speed balancing. I would like to see more class interdependancies like maybe give a shield to the weapons specialist that can eat a shot or 2 and recharges over time out of combat. This way if he leads the charge in a fight he can absorb the damage for the team.

Seems like the last few patches have made progress as some of the fights do seem to allow some time to figure out the solution. but there should be multiple solutions / methods to dealing with certain situations. I would like to see some more useful things like science having a program to drastically boost outputs so in a mid fight you could effectively stop shooting, activate the program and fall off radar / detection of the enemy giving you time to fix / restore things. Or some other mechanics like that that could Pro long a fight or provide an opportunity to "recover"

another one of those is to release a "decoy" that the enemy ship could target and fight for a brief period.


Also dying needs to mean more. perhaps respawns are based on a fuel usage similar to fuel capsules in that when you run out no more respawning. Weapons need ammo, and you should drop things when you die.

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CaptnBarbosa
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Re: Slooow Down Combat Damage in Space and Ground

Post by CaptnBarbosa » Mon Sep 05, 2016 10:35 pm

Hey Ying Seh,

I'm sorry if you misunderstood me. The first couple of quest objectives you attain should be fairly simple to complete with High Survivability. All veterans I think know about the Robot Bandit on the 2nd floor of Mueva 7 that can obliterate the away team and no one even has a clue it was to the left. With some forgiving shields on the players and low damage from a "low level" robot, it could be more fun.

Strategos
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Re: Slooow Down Combat Damage in Space and Ground

Post by Strategos » Tue Sep 13, 2016 9:26 am

I agree 100% with this.

Currently there is little time for many tactics. If you jump into a hostile sector ships open fire immediately and you can find yourselves with your shields stripped bare before you've even had time to assess the situation.

The captain very rarely has time to request scans from science, consider results,formulate a plan and instruct the crew.

I'd like to see a delay before combat starts for one, so you drop out of warp, do a scan, a hostile ship spots you, you get a warning that you have been scanned. Basically just a pause before the shit goes down to give the players time.

It's fine that some fights are unwinnable, but I would enjoy it more if it went more along the lines of "Captain that ship is powering up it's weapons , it's locked onto us and we can't beat it" " ok pilot get us out of weapons range, engineering power up the jump drive"

the think / order / react nature of the game requires a slightly slower pace I think. Only slightly though, panic is still fun ;)

I'm not so fussed about the ground combat, its just die re-spawn , repeat, I think the whole thing needs an overhaul there.

Trusin
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Joined: Fri Nov 06, 2015 1:07 am

Re: Slooow Down Combat Damage in Space and Ground

Post by Trusin » Tue Sep 13, 2016 4:28 pm

I think what might could help this is AI improvements. Currently when you warp in the AI immediately knows your a threat and begins it's aggressive AI protocol. When in reality the AI should be doing the same thing your doing (ar at least simulating it). In essence they should scan you and weigh the encounter. Could they win the fight? If yes then ok , charge weapons and open fire. if no or maybe , should we try to hail them or just flee?

In essence the AI should be responding more like a player with the exception of drones. which in turn would give the players more time to strategize and figure out a plan.

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