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My rant on boarding operations.
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Bobucles





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PostPosted: Wed, 10. Mar 10, 19:08    Post subject: My rant on boarding operations. Reply with quote Print

After thinking a bit about boarding in TC, there are some things that are great, and others which aren't. This is just to open the topic of discussion on boarding ships.

The biggest issue I see with boarding is that high quality marines are VERY difficult to get, VERY easy to lose, and have a VERY narrow utility. Marines do only one thing- they capture ships. If they aren't up to the task, they can't do anything else. Among the worst aspects of boarding is how easily marines can die without putting up a fight.
- Sneeze at a boarding pod, they die.
- Shield percentage get too high (very easy on a ship with low shields)? They ALL DIE.
- Some of them don't team up like they should? They split up and die.
- It takes considerable luck to get a marine inside a ship, considerable training for them to not fall in droves, and the default ships are not readily capable of providing reinforcements. Then it takes that same amount of luck multiplied against itself if you want to continue pressing a boarding attempt.

So what do players do? They reload. A lot. Marines are hit or miss in TC. While some casualties are to be expected, watching them all get blown away is frustrating. They can either do the job, or they can't. So here's a few ideas to get a discussion rolling:

1) marine injuries. Marines aren't just alive or dead. They can get injured on missions, and have to rest for some time before doing another mission. Veterans would be prone to non fatal injuries.
2) larger marine storage on ships. A frigate should have enough marines for an assault, while keeping a healthy reserve. Capturing some ships is very difficult because it requires transporting marines between ships while pressing the boarding.
3) More options for boarding. Capturing a ship should be the most difficult thing to do. Other options can include disabling engines/weapons, disabling jump drives, hacking navigation systems, forcing a self destruct, or forcing their cargo to eject. These options would pose less of a risk than assualting the command bridge.
4) Capital ship commanders should attempt to scuttle their ship before letting it fall to pirate hands. Marines would have the option of escaping or leaving a few behind to hack the core.
5) Prisoners! Assault a ship, take some slaves for personal use. Sell them for ransom or to pirates. Luxury craft such as casinos and hospitals could yield extravagant profits, while attracting the attention of powerful foes.
6) Stealing craft should definitely be far more damaging to racial reputation. Police should attempt to reclaim craft, and the military should attempt to reclaim capital ships. This is where hacking navigation systems may come in handy, to pull a ship away from local intervention. Lesser piracy (looting, disabling) will not be as damaging to reputation.
7) racial bonuses to help with various roles. Boron may be more technically capable, while Split like taking people alive, Teladi may specialize in looting, while Terrans like capturing intact. Races may have increased defenses against different types of attack, with Terrans obviously specializing in protecting their technology.

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Nanook
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PostPosted: Wed, 10. Mar 10, 19:35    Post subject: Reply with quote Print

1. A good idea, and could easily be implemented simply by a reduction in their skills. If they're 'injured', then they lose some skill and have to retrain, thus keeping them out of any subsequent assault for a while. Or you'd have the option of using 'injured', i.e., less capable, troops.

2. Most players would like this, however I think the last changes Egosoft made was to make it more difficult by requiring more marines. Your change would effectively reverse that. After all, it's essentially what we had before patch 2.5.

3. No, I think boarding ops are complicated enough as it is without adding more to it. Besides, some of them would require a major rewrite since they aren't currently implemented by other means, such as the disabling engines or hacking navigation.

4. No. Definitely not. It's hard enough to capture a ship as it is without having the added possibility of your rare and expensive high level marines simply going up in a big bang. It's basically what you ranted about in the first part of your post. Another way to kill them all off? I think not!

5. This is already possible with casinos, arenas and hospital ships. You can sometimes get a ware called 'passengers' or 'invalids'. All we need now is a way to convert these to slaves at a pirate base or rehab center.

6. Totally agree with the rep damage idea. In fact, it should be the same as if you blew up the ship. After all, you have killed everybody on board and removed the ship from their ownership. No real difference from destroying it.

7. A good idea, not sure how easy it would be to implement, though.


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Gazz





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PostPosted: Wed, 10. Mar 10, 20:29    Post subject: Reply with quote Print

6. Rep loss from capturing should be higher than from destroying because the race has to assume that you're using their ship against them.
If you were best buddies with that race, you'd buy the ship, not steal it. =P

7. Unlikely since the whole boarding procedure is hardcoded.
Changing the starting stats of marines would be pretty pointless because they'd all end up at the same 100%.


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AL'42





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PostPosted: Wed, 10. Mar 10, 20:45    Post subject: Reply with quote Print

Well according to another post on this page (TC and boarding), using a M7M and having the target ship chase you, then using flails and pods is idiot proof and not worthy of challenge. (not my opinion)

So it follows, either people are deliberately choosing tough and difficult ways to do captures or the target ships are tough, like Xenon, in which case one should expect casualties.

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jimlpearce



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PostPosted: Wed, 10. Mar 10, 21:02    Post subject: Reply with quote Print

AL'42 wrote:
Well according to another post on this page (TC and boarding), using a M7M and having the target ship chase you, then using flails and pods is idiot proof and not worthy of challenge. (not my opinion)

So it follows, either people are deliberately choosing tough and difficult ways to do captures or the target ships are tough, like Xenon, in which case one should expect casualties.


Sorry if you didn't like my post... but a bit of basic maths that has been laid out in detail several times on these forums is not a challenge to me ( I do understand that maths isn't everyone's thing though)... so I look for other ways to do it which involve fleet engagement rather than a long range missile barrage... I can confirm from my own stupidity at times that methods such as using fighters to attack shields of flak equipped M2s is far from idiot proof but with a little practice it's very possible to pull off a successful op with minimum losses of ships and marines.

I have no issue with people using the M7M way to board. In fact the quote from me that you are referencing relates to my opinion that there is not a decent all-round boarding guide available. If there was then people may spend less time complaining and more time boarding Smile


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NUKLEAR-SLUG



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PostPosted: Wed, 10. Mar 10, 21:30    Post subject: Re: My rant on boarding operations. Reply with quote Print

Bobucles wrote:
So what do players do? They reload. A lot.


Anyone who is into mashing the reload key is going to do it regardless. What? My top guy is injured and will be out of action for two days? Hell no! *reload*

Case in point: Capturing capitals is easy enough as it is but there's any number of posts that advocate mashing the reload button until you get not only the ship itself but what the poster considers to be a suitable bonus in intact weaponry as well.


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jimlpearce



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PostPosted: Wed, 10. Mar 10, 21:37    Post subject: Re: My rant on boarding operations. Reply with quote Print

NUKLEAR-SLUG wrote:
Bobucles wrote:
So what do players do? They reload. A lot.


Anyone who is into mashing the reload key is going to do it regardless. What? My top guy is injured and will be out of action for two days? Hell no! *reload*

Case in point: Capturing capitals is easy enough as it is but there's any number of posts that advocate mashing the reload button until you get not only the ship itself but what the poster considers to be a suitable bonus in intact weaponry as well.


Agreed completely... To me those threads don't qualify as guides (since I don't reload barring death or autopillok catastrophe)

I must say the thing that taught me most about boarding was your DIDs despite being mostly on earlier versions... They encourage people to THINK before embarking on any kind of operation. This for me was the key to getting the hang of hostile boarding. Know your enemy. Work to their weaknesses (not the game engines Razz). Most of all learn from mistakes and losses.


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Rive





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PostPosted: Wed, 10. Mar 10, 22:04    Post subject: Reply with quote Print

Nanook wrote:
3. No, I think boarding ops are complicated enough as it is without adding more to it. Besides, some of them would require a major rewrite since they aren't currently implemented by other means, such as the disabling engines or hacking navigation.

Well, I can say one more method which will not require a big rewrite - board while they are docked.
- rare (only when they are docked)
- relative easy (no shield, no fightin', only on board )
- big rep loss (even with the station/the whole sector)
- big running for safety (the whole sector police on the track)

Don't take it seriously Laughing


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Nanook
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PostPosted: Wed, 10. Mar 10, 22:10    Post subject: Reply with quote Print

Rive wrote:
Nanook wrote:
3. No, I think boarding ops are complicated enough as it is without adding more to it. Besides, some of them would require a major rewrite since they aren't currently implemented by other means, such as the disabling engines or hacking navigation.

Well, I can say one more method which will not require a big rewrite - board while they are docked. ...


Won't work. When docked, a ship 'becomes' part of the station. There's no way to access or target it until it undocks. So it probably would require a substantial rewrite.


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dillpickle



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PostPosted: Wed, 10. Mar 10, 22:21    Post subject: Reply with quote Print

Two things I'd like to see changed are:

1: Response times. You can nearly, or in some cases totally remove the shields from a ship, and the captain is still asking if it was a mistake!! - 40 Hammer torpedoes is one hell of a mistake!!

2: Apologizing for 'friendly fire'. Doing 12Gj of shield damage, sending in the marines to forcibly steal a ship, and then being able to say sorry and fly off with little or no repercussions just isn't right..
(same goes for capping, you can shoot up a ship till it is left with 1% hull, apologize, and they go 'OK' and fly away quite happily!!) - stealing capital ships should incur hefty penalties (rep loss) and repercussions (military /police coming after you and your assets. (So you can't just jump across a Xenon sector to remove the problem.))

I have been playing with the DDTC mod recently, and one feature that I like is races sending bounty hunters after you if you shoot up their transport ships, something like this would be great for all acts of piracy / aggression to a race.

It's these to reasons why I like boarding Xenon ships, first off there's none of this 'we hope those 30 missiles you just fired at us were a mistake' rubbish, they just gun straight for you.
Secondly, there's no option to apologize (and they wouldn't listen if there was).

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AL'42





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PostPosted: Wed, 10. Mar 10, 22:24    Post subject: Reply with quote Print

jimlpearce wrote:
AL'42 wrote:
Well according to another post on this page (TC and boarding), using a M7M and having the target ship chase you, then using flails and pods is idiot proof and not worthy of challenge. (not my opinion)

So it follows, either people are deliberately choosing tough and difficult ways to do captures or the target ships are tough, like Xenon, in which case one should expect casualties.


Sorry if you didn't like my post...


Well I’m not sure if I did or didn't but more importantly it highlighted what I thought was a flaw in the OPs argument. That if there are ways to capture ships without incurring great loss and you really really really hate losing your nice expensive marines than you should stick to methods which don’t incur these losses. Much better than reloading eh.

I’m glad the M7M method is idiot proof cos its taken the whole game training my 35 marines, I’ve lost 5 so far, been driven barmy by the finished training spam messages, so that’s it, not buying anymore marines, and I want to get myself a Q one day, so I’m gonna play it safe before taking one on.

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Rive





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PostPosted: Wed, 10. Mar 10, 22:41    Post subject: Reply with quote Print

Nanook wrote:
Won't work. When docked, a ship 'becomes' part of the station. There's no way to access or target it until it undocks. So it probably would require a substantial rewrite.

You can see them as a docked ship... Confused

Ps.: and you can bring up a menu about docked ships Wink

Ps2.: Can you see them as a docked ship?? I'm not sure anymore...


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Last edited by Rive on Wed, 10. Mar 10, 22:46; edited 1 time in total
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Bobucles





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PostPosted: Wed, 10. Mar 10, 22:44    Post subject: Re: My rant on boarding operations. Reply with quote Print

NUKLEAR-SLUG wrote:
Bobucles wrote:
So what do players do? They reload. A lot.


Anyone who is into mashing the reload key is going to do it regardless. What? My top guy is injured and will be out of action for two days? Hell no! *reload*

Case in point: Capturing capitals is easy enough as it is but there's any number of posts that advocate mashing the reload button until you get not only the ship itself but what the poster considers to be a suitable bonus in intact weaponry as well.
What I mean, is instead of marines having two outcomes: alive and dead, they instead have a bunch of intermediate values. When a marine dies, the player can lose millions of credits and a week worth of training. The first cost isn't that bad, the second cost is a terrible blow, and that's why I reload. If an assault instead cuts off a few hours of training, or a hard assault costs a day+ to recoup, there's much less "casualty" cost to the player.

A system like this would provide a "pacing" element to ship boarding, and it's in a way that reloading can't completely circumvent. SOMEONE is going to get injured, it's just a matter of how bad!

Quote:
2. Most players would like this, however I think the last changes Egosoft made was to make it more difficult by requiring more marines. Your change would effectively reverse that. After all, it's essentially what we had before patch 2.5.
What I'm alluding to, is that a ship should be able to stage a full scale assault, while being capable of holding marines in reserve. There's only so many marines that can charge down a corridor at one time, and only so many that can intercept, but that shouldn't stop a giant empty cargo hold from having more marines available.
For example the Sirokos, despite being god awful otherwise, holds 30 marines, just enough to keep a viable reserve. I don't really see what's wrong with a marine designated frigate holding more marines than a vacuum blasting capital ship. That's what they're made to do.
Quote:
4. No. Definitely not. It's hard enough to capture a ship as it is without having the added possibility of your rare and expensive high level marines simply going up in a big bang
I didn't say it'd kill them all. I said the marines deliberately blow up the ship. A sane captain likely won't scuttle without first abandoning ship, and this scenario gives your marines the same chance for survival.

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jimlpearce



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PostPosted: Wed, 10. Mar 10, 22:49    Post subject: Reply with quote Print

AL'42 wrote:
Well I’m not sure if I did or didn't but more importantly it highlighted what I thought was a flaw in the OPs argument. That if there are ways to capture ships without incurring great loss and you really really really hate losing your nice expensive marines than you should stick to methods which don’t incur these losses. Much better than reloading eh.

I’m glad the M7M method is idiot proof cos its taken the whole game training my 35 marines, I’ve lost 5 so far, been driven barmy by the finished training spam messages, so that’s it, not buying anymore marines, and I want to get myself a Q one day, so I’m gonna play it safe before taking one on.


Fair enough... I just misunderstood slightly.

You might need more marines though... until you have an average 4* fighting you will get occasional losses on successful boarding ops on even commonwealth ships. Then there's internal sentries, defending marines to think about. Then it gets slightly more difficult with ATF before being horrifically difficult to cap xenon. Depends on how much boarding you plan on though as to whether 35 is enough (and your luck)

For commonwealth though... you probably wouldn't have to reload like mad to get no casualties on 20 man ops... I'd guess once or twice from my experience. It might suit you to reload to reduce deaths if you are only doing limited boarding with a long term aim to cap a Q. I share your pain over the spam messages... although it's better since 2.5.


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Nanook
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PostPosted: Wed, 10. Mar 10, 22:52    Post subject: Reply with quote Print

Rive wrote:
Nanook wrote:
Won't work. When docked, a ship 'becomes' part of the station. There's no way to access or target it until it undocks. So it probably would require a substantial rewrite.

You can see them as a docked ship... Confused

Ps.: and you can bring up a menu about docked ships Wink

Ps2.: Can you see them as a docked ship?? I'm not sure anymore...


You can 'see' them docked, but they essentially become a part of the station. There's no way to physically access, or damage, or otherwise interact with them while they're docked. You can only access them through the station's menu system, and then only to get info on them, unless they're your own ship, of course. So how would you go about doing a boarding op?


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