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Gang bonus
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Topic: Gang bonus (Read 1605 times)
xX_DEATH_Xx
Mech Pilot
Karma: +1/-0
Posts: 10
Gang bonus
«
on:
March 06, 2007, 01:22:01 PM »
subj, as you might know (heard), eve does have "gang bonus", why i broad up this question ? Be cause is really help full, if you are working as a team. For example couple noobs wanna kill some bad ass pirates who is way more skilled than they are, so what they can get
team bonus. Some times old skilled pirates (profys) works separate from each other. Any explanations on this ? Thank you
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Mastiff
Wardog
Mekkor Apprentice
Karma: +3/-0
Posts: 169
Re: Gang bonus
«
Reply #1 on:
March 07, 2007, 12:38:55 PM »
We should be able to implement skills from the HERO system that provide benefits to being in a group. Also keep in mind that new characters are not pathetic weaklings in Force of Arms. Any veteran should fear a group of other players.
A fundamental truth of war is that there is strength in numbers.
We are looking into advantages that can also come from group scenarios. However, in our mech classifications there are certain roles, advantages and disadvantages to all vehicles. The strongest group will be one that covers all possible advantages and can defend their weaknesses.
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John R. Scott
Mech Slug
Karma: +0/-0
Posts: 8
Re: Gang bonus
«
Reply #2 on:
April 03, 2007, 02:16:07 PM »
You could easily with HERO rules create some super skills/powers.
These could act like gang/squad/wing/fleet skills in EVE in many ways.
You'd want to construct such where they were Usuable by Others, Usuable Simultaneously and then up to how ever many folks you wanted to allow besides the generator.
Let's say for example:
Phalanx ( used by the Spartans at Thermopylae ): +4 HTH Levels, Usuable by Others, Usuable Simultaneously, Usuable by up to 8 people, Costs End to activate only, Cannot perform a Phalanx with less than 4 people. Possibly a Requires a SKill Rolls ( Tactics would be a good one).
Inspiration (pretty common): +10 PRE, only for defense, usuable by others, usuable simultaneiously, usuable by up to 8 people, costs END each phase, everyone must be able to hear the Inspirer, requires a skill roll (Oratory), incantations,
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pht
Mech Leader
Karma: +1/-0
Posts: 55
Re: Gang bonus
«
Reply #3 on:
April 23, 2007, 08:50:38 AM »
Hmm. It would be interesting if you guys could implement some sort of teamwork bonus between people who work together all the time - kind of like in RL where you just *know* what your teammate is going to do-and vise versa... It could make playing with your buddies who you spend time with very rewarding.
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D3athsong
Special Agent
Mekkor Apprentice
Karma: +7/-1
Posts: 150
Re: Gang bonus
«
Reply #4 on:
April 25, 2007, 07:46:34 PM »
Quote from: pht on April 23, 2007, 08:50:38 AM
Hmm. It would be interesting if you guys could implement some sort of teamwork bonus between people who work together all the time - kind of like in RL where you just *know* what your teammate is going to do-and vise versa... It could make playing with your buddies who you spend time with very rewarding.
I imagine if you play with the same people all the time, you have a pretty good idea how they will act without something special being integrated into the game. Though perhaps something could be done withe cutting the time in half if 2 guys are stripping parts of a downed mech at the same time.
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The Revernd
Mech Slug
Karma: +1/-0
Posts: 8
Re: Gang bonus
«
Reply #5 on:
May 07, 2007, 04:41:35 PM »
Group Bonus= More chance to eliminate the enemy or completeing the job/task at hand.
Many players will form Guilds/clans that play together, as with just about any MMO. And those Guilds/Clans will most assuradly utilize comms such as Ventrilo or Teamspeak to co-ordinate tactics and such. I fail to see where there should be any Bonuses, other than perhaps extended range Radar due to Piggybacking on another mechs system in the fighting group. Much like that of the C3 Computer in Battletechâ„¢
Example:
Mech A (Scout) is advance lead and spots a powered up mech on his radar. Those members within range will be able to utilize the feed from the scout. Where Mech B relays that info to Mech C and D who under normal circumstances would not be able to identify the contact, were they not in range or "blinded" by ECM or terrain. So the Artilary on the other side of a mountain would be able to "see" beyond the mountain range and utilize the scout as a spotter for artilary and such. As long as the "Chain" is not broken between "Lancemates" they will continue to get that radar bonus. But as soon as that Pesky enemy scout with ECM comes into break that chain the "bonus" is negated.
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Robgoblin
Special Agent
Mekkor Apprentice
Karma: +2/-0
Posts: 180
Re: Gang bonus
«
Reply #6 on:
May 08, 2007, 12:25:24 PM »
I don't see a need for a bonus unless there are points that are put into a skill that is suppose to help a group such as Leadership. Think it needs to come down to someone making their character into a person that affects a group rather than just giving the bonus.
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Rage
Special Agent
Mech Pilot
Karma: +4/-0
Posts: 34
Re: Gang bonus
«
Reply #7 on:
June 22, 2007, 12:57:31 PM »
I would think the only real bonus should be from Sensors and maybe targeting, as you might have better triangulation with more team mates present or scout assets.
I wouldn't think any other area of the battle would be effected, except of course for the tactics that the group employs.
I could see the need for a Logistics Mech in which it uses target enhancing modules to help team mates acquire greater accuracy, and ECM, ECCM will also play a big role in combat, but being grouped shouldn't convey any bonus except for these modules working as designed and in conjuction with the rest of the squad, lance, team, what ever.
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texmechs
Mekkor Apprentice
Karma: +6/-0
Posts: 171
Re: Gang bonus
«
Reply #8 on:
August 08, 2007, 11:06:58 PM »
I'm not sure if this will make it into the initial phase of the game, but think about technology that already exists in warfare for a moment.
I can drop a sensor package from a stealth bomber that will detect troop movements, and even supply limited amounts of video, from remote locations. I can fire those same sensors from artillery and deliver them downrange to help me target. The 4th Mechanized Infantry (US) has a mobile command system that marks enemies and shares data across the entire platoon, instantly allowing anyone to target and engage the hostile with deadly force. Satellite video with 1 meter resolution or better is not only possible "today," but so is orbital platforms that detect thermal signatures within buildings, from altitude. If you've never played the game F2C2, you should check it out.
From a Sci-Fi standpoint, it's hard enough to come up with technology that doesn't exist yet, but is still plausible to the average gamer. As a matter of fact, a lot of the things our armed forces are using today came directly from Sci-Fi writers and video game developers who didn't know something "couldn't be done." I can't think of a good reason to avoid technology that already exists, unless the countermeasure to that technology is absolutely obvious.
I certainly want to see weapons that are smarter, but more fun, and mechanized infantry that defies the laws of gravity just enough to be playable, but not enough to look like a kids game. I want to develop things that make the Pentagon guys scratch their heads and wonder who leaked their latest weapon, best armor, or top secret design... Or make them call me to offer WDS funding! LOL!!
I'm sure you want to play a game like that too. I know I do.
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Jeff "-=TexMechs=-" Newcomb
Director of Business Development
Wardog Studios, Inc.
Red Baron
Special Agent
Mech Leader
Karma: +3/-0
Posts: 75
Re: Gang bonus
«
Reply #9 on:
August 09, 2007, 03:44:55 PM »
As far as technology that already exist, here's one for ya.
Quote
The heart of the AEGIS systems is the AN/SPY-1, a multi-functional phased-array radar capable of automatic detection and tracking of targets. This high-powered (four megawatt) radar is able to perform search, track and missile guidance functions simultaneously with a capability of over 100 targets.
If I remember correctly the system can actually track around 150 targets simulaneously and share that information with any ship in the network. Therefore another ship can attack a target that it may not be able to see, just as an example.
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Agamemnon
Wardog
Field Commander
Karma: +9/-0
Posts: 823
Re: Gang bonus
«
Reply #10 on:
August 11, 2007, 03:08:22 PM »
That is correct, and it, JOTS/JOTSII is part of that system used in fleet combat operations, multiple ships/ships forces could litterally track and engage thousands of incoming missiles, ships, planes and subs on that net......Theoretically.
In practice it didn't always work as advertised
....coughIranianjetlinercoughseersuckercough..
But, Aegis is also an old system, only recently (last 15-20 yrs) in mass production. Same with stealth.....
only that technology was developed in the 60-70's even the 80's....what new secret black projects await?
What things are MIT brewing up for Airforce ships?
*if you get that last line you'll understand my job 10yrs ago.
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There are 10 kinds of people in the world. Those that understand binary and those that do not.
Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Gang bonus
«
Reply #11 on:
August 16, 2007, 04:37:20 PM »
I had worked with the latest Aegis SPY phased array radar.
And let me tell you, it is indeed one of the best maritime radar systems out there.
Capable of scoring skin-to-skin hits against inbound anti-ship missiles.
The system was based on the earlier phased array systems for the USS Enterprise and USS Long Beach; but the system was not practical.
And it is so powerful, you can cook hot dogs near it...
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Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
Red Baron
Special Agent
Mech Leader
Karma: +3/-0
Posts: 75
Re: Gang bonus
«
Reply #12 on:
August 16, 2007, 05:23:20 PM »
Quote from: Hamilton on August 16, 2007, 04:37:20 PM
And it is so powerful, you can cook hot dogs near it...
The same cacn be said for a good HF rig too.
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