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One combat system to rule them all.
November 18, 2012 - Nimion
As I promised, I wanted to develop this game alongside those who would eventually be playing it! Here is your chance to affect the development of FireShard in a major way – the combat system. I have two different systems in mind and am torn between which one to implement. Below you will find a short description of how the system works and a very rough mock up of the interface. Head on over to www.redgeargames.com, goto the community section and vote! Feel free to ask questions & make comments!
Combat Method 1 – Fast, Action, Twitch
The first combat method would be akin to a Freelancer/Freespace style. The player would have full control over their ship in 3D space with roll, yaw, and pitch. They would engage targets one by one with the ability to target subsystems if desired (or if a mission called for it). The player would also be able to select and assign weapon groups to manage their capacitor and DPS ability in addition to modifying their subsystem boost distribution at will.
Combat Method 2 – Strategy based, slower, reactive
The second combat method would be a mesh between Eve Online & FTL. The player and enemy ships would engage in battle in full 3D space but the player would not have control over the roll, yaw, and pitch. Instead, they would be able to specify targets to orbit/close in on/stay away from. This method also allows for the engagement of multiple targets at once, splitting your ships weapons fire between multiple enemies. Just like combat method 1, it would allow the targeting of individual subsystems and subsystem boost distribution.