Vehicle combat idea: averaging

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Vehicle combat idea: averaging

Postby ErdTod » Mon Apr 27, 2020 2:07 pm

The idea to make it possible to use many people as combat power on vehicles without artificial limitations like only driver that can attack or nobody, but also bringing a bit of balance to situation where 10 people attack 1 target at once.

- Average stats of passengers.
- Distribute openings to all vehicle passengers.
- Only one combat queue per vehicle, where the driver decides for the moves.
- Every passenger decreases combat cooldowns for a little bit.

I.e. if 10 people are on a knarr, all their stats are combined and averaged between 10 people. (So naked alts would make you way more vulnerable, cause your titan stats would get mixed with their q1 stats). These final stats are compared to relevant stats of the opponent.

All passengers begin combat relations with an aggroed vehicle/animal/person. The vehicle is displayed as single target, and not as 10 people in combat window. If a passenger leaves a vehicle during combat, he remains whatever combat relation he had, but becomes a separate unit (like he it is now). He remains all his openings as usual.
If a passenger can't begin combat relation (i.e. he has no rage) he does not retain combat relation on exit, but recieves damage and is included in stats calculations while on board.

Damage is distributed equally, but each persons armor value is deducted separately. I.e. if vehicle recieved 200 damage, every passenger gets 200 damage minus their personal armor value.

Every passenger gives some sort of % reducing the combat cooldown of a vehicle, so Knarr with 10 passengers is still more powerful than a dugout with 1 passenger. And gives incentive to go in combat as a group, rather than just 1 person per vehicle.

If the driver gets KO'd either everyone is defetead, or let the second (third, fourth etc.) passenger decide for the combat queue moves (but he can't man the helm)

What do you think?
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Re: Vehicle combat idea: averaging

Postby Tamalak » Mon Apr 27, 2020 6:32 pm

Just make it so that if you're on a boat you can't target anything that anyone else on the same boat is targeting.
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Re: Vehicle combat idea: averaging

Postby MagicManICT » Tue Apr 28, 2020 4:08 am

Tamalak wrote:Just make it so that if you're on a boat you can't target anything that anyone else on the same boat is targeting.

Seems overly complicated, especially with a knarr and 10 people on it vs another knarr with 10 people.

@ErdTod: seems as reasonable as anything else that's been proposed so far. Not enough of a PvP person to really put holes in any of the ideas, though.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Vehicle combat idea: averaging

Postby Tamalak » Tue Apr 28, 2020 4:57 am

MagicManICT wrote:
Tamalak wrote:Just make it so that if you're on a boat you can't target anything that anyone else on the same boat is targeting.

Seems overly complicated, especially with a knarr and 10 people on it vs another knarr with 10 people.


That SHOULD be chaos though :D

It would basically be ten 1v1s
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Re: Vehicle combat idea: averaging

Postby ErdTod » Wed Apr 29, 2020 4:34 pm

One downside I can see that if the "driver" gets disconnected or is a spy, then whole party can get rekt. But, i guess, if the connection is lost, the lead for moves can be transferred to the second passenger etc.
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