Ground / Boarding Combat Improvements

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Wedge
Posts: 15
Joined: Mon Aug 27, 2018 10:52 pm

Ground / Boarding Combat Improvements

Post by Wedge » Mon Aug 27, 2018 11:07 pm


Suggestion

TL;DR: Ship scale damage types should be introduced to ground/boarding combat - physical (acid), physical (fire), energy (ltng), energy (beam), energy (phase), etc.

This is an excellent way to enrich player away mission experience and be cause for putting more thought into decisions... no more burst fire pistol spam, and focus on abusing AI glitches rather than trying to employ tactics. Compared to ship combat (obviously the focus of the game) ground combat, and boarding action are extreamly lackluster in player tactical choice. Still, boarding is a huge part of gameplay, and is almost always employed by crews; it's to the point that not having a deeper experience is bit of a replayability issue.

Maybe Scanners could play a role; providing material data on flora, fauna, and various other potential hostiles. Perhaps specialized mobs could have very high resistances to certain damage, and are more easily confronted using better tactics.

Scattershot pistols, rail pistols, flamelance projectors, bio-flechette pistols... there are some real cool opportunities for developing an experience more deep than simple shooty-gun-ray. Particular factions would certainly have affinity for different weaponry (WD bio-weapons)? Heck, there could even be an illusive, contraband Dark Pistol for hardcore space pirates.

Tell me what you guys think?
Details / Speculation

The following is a visualization of a damage system.
Negative amounts indicate vulnerability to a damage type, while -0 indicates no resistance, and positive amounts providing resistance. These damage numbers aren't meant to translate directly to game values; they are intended to exhibit what an improved system might look like:

Code: Select all

|      Race / Hostile      | Damage Types / Resistances |           Modifiers           |
|:------------------------:|:--------------------------:|:-----------------------------:|
|           Human          | -2 energy (beam)           | Exosuit +1 energy (beam)      |
|                          | +1 energy (lightning)      | Exosuit +2 energy (lightning) |
|                          | -2 energy (phase)          | Exosuit +1 energy (phase)     |
|                          | -1 physical (acid)         |                               |
|                          | -1 physical (fire)         |                               |
|                          | -1 physical (kinetic)      |                               |

Code: Select all

|      Race / Hostile      | Damage Types / Resistances |           Modifiers           |
|:------------------------:|:--------------------------:|:-----------------------------:|
|         Sylvassi         | -1 energy (beam)           | Exosuit +1 energy (beam)      |
|                          | -2 energy (lightning)      | Exosuit +2 energy (lightning) |
|                          | -1 energy (phase)          | Exosuit +1 energy (phase)     |
|                          | -0 physical (acid)         |                               |
|                          | -4 physical (fire)         | Exosuit +2 physical (fire)    |
|                          | -1 physical (kinetic)      |                               |

Code: Select all

|      Race / Hostile      | Damage Types / Resistances | Modifiers |
|:------------------------:|:--------------------------:|:---------:|
|     Robots (Humanoid)    | -3 energy (beam)           |           |
|                          | -4 energy (lightning)      |           |
|                          | -0 energy (phase)          |           |
|                          | +2 physical (acid)         |           |
|                          | +1 physical (fire)         |           |
|                          | -2 physical (kinetic)      |           |

Code: Select all

|      Race / Hostile      | Damage Types / Resistances | Modifiers |
|:------------------------:|:--------------------------:|:---------:|
|      Robots (Walker)     | -0 energy (beam)           |           |
|                          | -5 energy (lightning)      |           |
|                          | -0 energy (phase)          |           |
|                          | +4 physical (acid)         |           |
|                          | +5 physical (fire)         |           |
|                          | +1 physical (kinetic)      |           |

Code: Select all

|      Race / Hostile      | Damage Types / Resistances | Modifiers |
|:------------------------:|:--------------------------:|:---------:|
|  Creature (Exoskeleton)  | -1 energy (beam)           |           |
|                          | -0 energy (lightning)      |           |
|                          | -1 energy (phase)          |           |
|                          | -3 physical (acid)         |           |
|                          | -0 physical (fire)         |           |
|                          | -0 physical (kinetic)      |           |

Code: Select all

|      Race / Hostile      | Damage Types / Resistances |           Modifiers          |
|:------------------------:|:--------------------------:|:----------------------------:|
|  Creature (Endoskeleton) | -1 energy (beam)           |                              |
|                          | +1 energy (lightning)      |                              |
|                          | -1 energy (phase)          |                              |
|                          | -1 physical (acid)         | Slime +2 physical (acid)     |
|                          | -1 physical (fire)         |                              |
|                          | -2 physical (kinetic)      | Scales +2 physical (kinetic) |

Code: Select all

|     Race / Hostile     | Damage Types / Resistances |           Modifiers          |
|:----------------------:|:--------------------------:|:----------------------------:|
|    Creature (Toxic)    | -0 energy (beam)           |                              |
|                        | -0 energy (lightning)      |                              |
|                        | -0 energy (phase)          |                              |
|                        | +5 physical (acid)         | Slime +1 physical (acid)     |
|                        | -2 physical (fire)         |                              |
|                        | -2 physical (kinetic)      | Scales +2 physical (kinetic) |

Code: Select all

|     Race / Hostile     | Damage Types / Resistances |           Modifiers          |
|:----------------------:|:--------------------------:|:----------------------------:|
| Creature (Endothermic) | -3 energy (beam)           |                              |
|                        | +2 energy (lightning)      |                              |
|                        | +2 energy (phase)          |                              |
|                        | -2 physical (acid)         | Slime +1 physical (acid)     |
|                        | +2 physical (fire)         |                              |
|                        | -4 physical (kinetic)      | Scales +2 physical (kinetic) |

Code: Select all

|     Race / Hostile     | Damage Types / Resistances |           Modifiers          |
|:----------------------:|:--------------------------:|:----------------------------:|
|  Creature (Exothermic) | +2 energy (beam)           |                              |
|                        | +2 energy (lightning)      |                              |
|                        | +2 energy (phase)          |                              |
|                        | -5 physical (acid)         | Slime +1 physical (acid)     |
|                        | +5 physical (fire)         |                              |
|                        | -5 physical (kinetic)      | Scales +2 physical (kinetic) |
“As for me, I am tormented with an everlasting itch for things remote. I love to sail forbidden seas, and land on barbarous coasts.”
― Herman Melville, Moby-Dick

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Mr. Morague
Posts: 34
Joined: Tue Aug 29, 2017 8:10 am

Re: Ground / Boarding Combat Improvements

Post by Mr. Morague » Wed Aug 29, 2018 11:35 am

Hello, just a post regarding positives, negatives, and neutrals.

1. Why would humans have resistance to lightning as opposed to, say, kinetic?
2. Why would sylvassi be resistant more to acid than to fire, considering they usually stay inside more metallic suits?
3. Why would mandroids be more resistant to phase than to beam considering phase damage typically circumvents armor while beam has to go through it?
4. Same for the cyclopean roboraptors regarding phase damage.
Unidentifiable Wall of Text detected.

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Wedge
Posts: 15
Joined: Mon Aug 27, 2018 10:52 pm

Re: Ground / Boarding Combat Improvements

Post by Wedge » Wed Aug 29, 2018 12:14 pm

Mr. Morague wrote:
Wed Aug 29, 2018 11:35 am
Hello, just a post regarding positives, negatives, and neutrals.

1. Why would humans have resistance to lightning as opposed to, say, kinetic?
2. Why would sylvassi be resistant more to acid than to fire, considering they usually stay inside more metallic suits?
3. Why would mandroids be more resistant to phase than to beam considering phase damage typically circumvents armor while beam has to go through it?
4. Same for the cyclopean roboraptors regarding phase damage.
Thanks for replying. :)
  1. Humans can actually survive lighting strikes (even after multiple bolts), and only receive severe surface burns. It's becasue we're mostly water; so lighting diffuses unpredictably, as compared to more focused directed energy and kinetic weapons.
  2. Sylvassi are naturally very susceptible to fire, so fire weapons would do more damage against them. Unlike humans who's flesh can form a steam barrier, Sylvassi (even in pressure suits) would have their flesh rapidly combust. Adding another suit; however, might give them an additional barrier. Sylvassi exosuits would also have extremely low cooling settings - doubling their protection vs. humans suit setting that are room temperature. Methane is a very weak acid, and happens to be what Sylvassi live in. It can be assumed they'd have more resistance than humans to acid, but not enough to warrant a resistance.
  3. This helps balance ammo using weapons; however, beam weapons might have higher amounts of ionizing radiation compared to phase. That means beam weapons would inflict greater damage to circuits, and perhaps create localized EMP-like effects.
  4. Walker robots were made to be war machines, compared to many metal bandits that are just rouge utility machines. Since the walkers have greater substance to their physical form, and likely are equipped with military grade armor, I assumed they'd have better resistances than other beings. If they are indeed armored, walkers likely have ablative plating - lightning (electrolaser) weapons thus create catastrophic damage when hitting those substances. This also give them a weakness not common to other mobs, and varies gameplay.
Does that answer your questions?

EDIT: Fixed some typos.
“As for me, I am tormented with an everlasting itch for things remote. I love to sail forbidden seas, and land on barbarous coasts.”
― Herman Melville, Moby-Dick

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Mr. Morague
Posts: 34
Joined: Tue Aug 29, 2017 8:10 am

Re: Ground / Boarding Combat Improvements

Post by Mr. Morague » Wed Aug 29, 2018 1:17 pm

Indeed it does, thank you.
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