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 Tactical Attacks on Elite Bosses 
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Joined: Mon Nov 29, 2010 9:48 am
Posts: 3900
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Right now we just have one type of attack system. 1v1 ships with one attack turn per 5 energy. this isnt a bad thing, especially with commons and elites where the top number of players that can recieve an award are 3, but this is rather frustrating on bosses with 10-15 reward slots, and only 5 or 6 people in a legion can hit them.

I propose we be able to map out an attack strategy while fighting these huge ships, with a normal cost of energy. The key to any attack strategy is flanking, ambushing, gaining a tactical advantage. otherwise its all about who has the better ship, and the only reason we win is because we have a repair button.

The way it would work as this. there would be premade strategies that players could choose from. the first player to select it would be the squadron leader. they would initiate the attack when they felt enough players joined their squad. I was thinking they would select this type of attack from a new tab next to the actions tab. From there, thwy could choose to initiate a special attack, or join a special attack. Special attacks would be in a box under initiate, and would contain the names of all the players in that attack. The order of the players would mark their role in the battle, and when initiated, that action could not be reinitiated on the NPC for 4 hours, and the effect caused by the attack would not last longer than 4 hours. In addition, players cannot participate in another special attack for 4 hours. For example, some of the premade tactics would be

Damage Weapon Systems
4 Ship Limit
First 2 Ships on List- Draw Fire. These ships would take 4x damage from the enemy, and if disabled in the process the attack will fail.
Last 2 ships on list- Flank Weapons. These ships would recieve 1/2 damage from NPC, and will lower attack by 15% for 4 hours on NPC. These players will automatically do double damage in the attack, but if they score a negative critical (where they do half damage) then the attack will fail.

NOTE: have ships with high cloak and high scan do the flanking, have your muscle ships take the hits.


Damage Defenses-
4 Ship Limit
Same principal as damage weapons, but will affect defenses.

Flank-
No Max Limit
The first third of the ships must score 75% of a normal hit of all the ships combined. If they fail to do this than the attack will fail. The last 2/3s of the squadron will be able to deal damage directly to the hull of the NPC, because the shields are tied up with the frontal assault.

NOTE: make sure your heaviest hitters are up front, although they will not contribute to the attack on the hull, if they fail your attack fails.

If an attack fails, no debuff is activated, and in the case of flanking, no damage will be delt to the hull. The attack will cost everyone 10 energy, except for the squad leader, who will be charged 5 energy per player active in the squad. (so if all 50 people flank, then the squad leader will be charges 250 energy for the maneuver)

I'll try to think of others, but this is what i have so far.

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Mon Apr 04, 2011 5:51 am
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