Home > battle stations > Idea to make skill activation non-random yet not too frequent

Idea to make skill activation non-random yet not too frequent

I got this idea from the trap cards in the Zendikar set (I don’t play MtG anymore but some of us at the office do): Skills could be triggered when certain preset conditions are met.

For example:

  • Opponent attacks with at least 4 cannons
  • opponent speed > 1000
  • your HP less than 50%

The trigger conditions would have to be unlocked by performing certain tasks or by level. We’ll probably have to restrict certain skills to certain activation conditions for balance. Might also need a skill points system to ensure that skills won’t trigger all the time (e.g. HP less than 50% = activate Battle Repair + use multi to attack = auto repair?)

This won’t be an easy system to code….

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  1. Samooo
    December 18th, 2009 at 07:50 | #1

    -1

    im enjoying the system you have now :)
    seems random enough to me
    just my opinion :)

  2. anyone
    December 18th, 2009 at 11:02 | #2

    i think what u are suggesting is too much work. i say get the 3tier skills done first then if they are not balanced, put in the conditions to limit certain skill

  3. Ascaloth
    December 18th, 2009 at 15:52 | #3

    I thought you guys didn’t want a skill point system because it’ll be too complicated? Such a skill point system was part of my original skills list writeup after all. :3

  4. RAV3N
    December 18th, 2009 at 16:33 | #4

    -1 nothing wrong with how the skills work now, just bring out the new skills that we are all waiting for.

  5. anyone
    December 18th, 2009 at 17:23 | #5

    @anyone
    otherwise u need to balance skills, balance conditions and decide the weight of each skill, too many things to juggle

  6. Samooo
    December 18th, 2009 at 23:56 | #6

    @LL
    instead of fixing this
    take a look at gold, it urgently needs fixing
    i cant earn any gold with this gold repair system :S
    please buff gold returns, otherwise there is no hope in hell of players getting 2 yamato cannons

    gold is the one feature in this game that is more broken than ANYTHING

  7. anyone
    December 19th, 2009 at 10:10 | #7

    @Samooo
    its related to multi, do quest for gold..since mining return is lowered

  8. Samooo
    December 19th, 2009 at 18:53 | #8

    @anyone
    it has nothing to do with multis
    i dont have enough gold to sustain 1 account, let alone 2!
    gold returns need a buff

    if i attack someone in clan war and pvp, the gold i gain from sinking them is lower than the gold it cost to repair on most occasions
    which i think is wrong

  9. Fauad Anwar
    December 21st, 2009 at 10:28 | #9

    Why not make skill upgradable.
    Means we got skill points after each 10 or 20 level up, like we get status points.
    And we can chose skills or upgrade it by this stats point.

  10. anyone
    December 22nd, 2009 at 19:34 | #10

    something from “sd gundam online”
    Skill activation condition:
    tier 0 skill activate at 90%hp(self)
    tier 1 skill activate at 70%hp
    tier 2 skill activate at 50%hp
    activate at beginning of each volley, attack first then defender

    Number of skills allowed:
    lvl 1-9 – 1 skill
    lvl 10-99 – 2 skill
    lvl 100-149 – 3 skill
    lvl 150+ – 4 skill (maybe)

    tier 2 skills can have effects in 6 area
    attackdefense – increase in attack will lower armor (vice versa)
    speedhp – increase in speed will lower hp (vice versa)
    missskill – skill with miss chance require less hp(from 50% to 40%)
    – all attribute decrease relate to skill activation increase

    balance skill effect relate to current stat effect (0.5% damage to 0.01% speed to 0.3% hp just rough numbers)

    eg.
    Defensive Matrix – +20 Armor, immune to slow
    addition side effect will be decrease damage and current hp% (not max hp %)

    Sabotage – enemy skills do not activate
    addition side effect decrease speed damage and hp

    change tier0 skill
    Evasive Action – +5 armor for this battle, +10 speed
    to +5 armor, +5% speed (percentage based) otherwise no one wants it
    also may add 1 more skill (2 skills at each tier)

    skill point system:
    each skill activation cost 1 skill point, both attacker and defender will consume skill points which only recovered if sunk. (or 5/7/8 points per hour)
    but dont think its needed

    my two cents, hope u have a nice xmas

  11. anyone
    December 23rd, 2009 at 08:57 | #11

    update, consider battle not at full hp.
    Skill activation condition:
    tier 0 skill activate at 10% of max hp lost
    tier 1 skill activate at 30% of max hp lost
    tier 2 skill activate at 50% of max hp lost

    (probably better than 50% of current hp lost)

  12. December 25th, 2009 at 11:27 | #12

    +1

    preemptive strike activates far too often to be fair to a rammer that relies on having the first hit.

  13. juniatmoko
    December 25th, 2009 at 11:54 | #13

    -1. I like the system to settle first… giving me bored… if every time is changing around.

  14. Some Guy
    December 25th, 2009 at 11:54 | #14

    -1
    Makes it too much (If not already) like an RPG like Final Fantasy?

  15. Tristan
    December 25th, 2009 at 13:22 | #15

    +1

    Preemptive strike has made commies even much more untouchable than ever…

  16. Pastor of Muppets
    December 25th, 2009 at 13:58 | #16

    -1

    Defenders are already having a tough time coping with the 8 slot ram ships.

  17. Nascimento
    December 25th, 2009 at 16:14 | #17

    +1

    Preemptive Strike wouldn’t be so overpowered if it activated only if the defender had less than 50% HP….at full HP like it is now is just a game breaker. The skill activates very often and any defender will sure sink the attacker if he has full HP..

  18. Syed
    December 25th, 2009 at 17:09 | #18

    +1 +1 +1 +1 +1
    I faced a similar situation when I attacked someone 3-4 times and got sunk every time because of preemptive strike. Not only i have to face defenders 5 lvls above me now this. It is specially a problem when the defender has a ship with +2 upgrade than yours, not only the Defender can equip better weapons he gets the first hit. I agree that is too powerful if it activates too often.

  19. Yass
    December 25th, 2009 at 18:30 | #19

    -1, I see nothing wrong with how the skills work now or how many time they active.

    Best to wait for the 2nd tier skills and then review.

  20. mackie
    December 25th, 2009 at 19:58 | #20

    -1 I also see nothing wrong, i have 7 weapon configurations for my build and adjust accordingly to the opponent – skills only play a minor factor, if its fat wean it out, if its fast then hit it while it runs, there’s no such thing as an ultimate ace build that trumps all.

  21. Vimes
    December 25th, 2009 at 21:44 | #21

    +1. Willing to wait for it. Anything that adds more tactics and less randomness is good.

  22. Rob
    December 25th, 2009 at 22:51 | #22

    T%he skills are very uneven as currently laid out. Something has to change to even them out. Preemptive strike and smoke machine are the big 2 that are out of line.

  23. Kunal Kislay
    December 26th, 2009 at 04:28 | #23

    being a rammer i cant catch a missile def even by using best possible speed parts and ship build for rammer(Career) in my first volly . and i dont survive 2 vollies .
    this ability thing is good but first volly distance should be increased so that we can have a chance to catch a missile D some times . becoz at more than 650+ speed than a missile Defender if u cant catch him then its not worth to spend money on purchasing speed parts or being a rammer .. my view

  24. svendsvin
    December 27th, 2009 at 19:09 | #24

    why not just take it away.
    make it a rammers game.

    it is allready a whiners game
    im just disappointed, that everytime someone whines its OP´ed stuff changes

    maybe i should become rammer
    and start whining on the board
    you kow, just to join the game properly.

    a BIG FAT MINUS from me

  25. December 28th, 2009 at 00:13 | #25

    A Trigger system would be nice, it certainly will require more skill to win battles, right now BS has little of that, often the one with the greatest Level or parts wins.

  26. Steve Quinn
    December 28th, 2009 at 01:05 | #26

    -1 can’t we just leave it all alone for once? Commanders have sucked big time in the original setup finally there is a reason to be a commie again. Not like it activates that often.

  27. Kunal Kislay
    December 28th, 2009 at 02:19 | #27

    Preemptive Strike is a good ability and i am not saying to withdraw this ability.
    i am just saying to increase the first volly distance thats all.

  28. Menlyn
    December 28th, 2009 at 04:01 | #28

    -1 let’s leave it alone for once please!

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