Walt The player can also right-click on a specific part on another ship to focus the push/pull effect on that specific part. This could potentially create advanced strategies such as pulling one side and pushing another to force a ship to rotate.
Nice. 😉 I think this will emphasize good rotational and lateral thruster placement for players. If they neglect having turn thrusters on one end of their ship, they could be easier to rotate for the TB user.
Dalas120 First of all, the tractor beam's main purpose (which I assume is helping slow brawlers force an engagement with fast kiters/strafers/hit-and-run ships) works a lot better with a 360 degree turret arc.
One of the things we discussed in a previous tractor beam thread is that it could be an option for a targeted ship to escape the TB by side-strafing out of the beam arc. This wouldn't be possible with 360 rotation.
Dalas120 Also, I don't think that tractor beams should be a common thing that you can put on any ship. Making the tractor beam a big, expensive super-weapon-turret means that it's a deliberate decision if you want to include one (and even one would be really powerful).
I think having them as a top-mounted part would make them more ubiquitous. Forward surface area is the most valuable real-estate on a ship. It will be a tough decision for a player to decide whether he wants weapons, shields, or a tractor beam on their front tiles. If TB is a part that can be placed on the interior like that, then I think every big ship would have them.
Moreover, if TBs are a large, expensive part, they will be less of an option for smaller resource-collection vessels when that aspect of the game is introduced, or tugboat vessels.
Additionally, having these TBs on the interior will make it difficult for a targeted ship to break the lock by destroying the parts or by draining them with electrobolts or EMP missiles.
Walt Yeah they will definitely follow newton's 3rd law.
Curious to see how this plays. Wonder if we could target a huge ship or asteroid with TBs and slingshot past them and away.
Walt In pull mode, the tractor beam's strength gets stronger the farther away the other ship is.
Walt In push mode, the tractor beam gets stronger the closer the other ship is.
What is your reasoning behind this? Having it stronger at greater range in pull mode seems strange to me. Is it to keep TBs less useful for kiters?
Will TBs continue to drain a base amount of power once they achieve their desired target range but still have a lock? Just like active boosters have a base drain rate even when not thrusting.
Will TBs drain so much power that they will be likely to shut down after extended use? Will a single reactor be enough to keep one on permanently?
Walt This raises a good question, should shields have any effect on tractor beams? (I think so?) If so, do tractor beams drain shields?
If TBs drain shields at any reasonable rate, it would make it less of a difficult decision to put a TB where a weapon could go. I think that's a bad thing. TBs should be totally a utility part, like a thruster - not a weapon. They should be really good at their purpose (improving relative combat positioning), but only at their purpose.
If shields block TB influence, then TBs would have to drain shields at a considerable rate to ever be able to influence a target that the weapons aren't in range of. It TBs can drain shields that fast, they would be a potent anti-shield weapon, which ruins their purpose.
Walt There could be a "charge-up" time or a very slow turret rotation speed, but I'm not sure how a player should respond when seeing a tractor beam charging up or taking aim.
I previously suggested a charge-up time for TBs so that a ship could strafe through a TB arc and not get immediately locked, but I think the charge-up time would have to be excessively long for a targeted ship to have any chance of dodging the lock from an opponent-relative stationary position. Even the most maneuverable ships in Cosmoteer would have trouble out-thrusting the rotation of the TB ship sufficiently to dodge the lock unless they were at extreme close range.
I think the most utilizable option for making TBs 'dodge-able' is to make their targeting arc tight enough that it can be strafed out of. A smart player will know that to escape a TB, they shouldn't blindly thrust away, they should thrust sideways out of TB alignment. But again, ships in Cosmoteer rotate so quick that idk if this would work out either.
Walt If you push/pull different sides then the ship turns and now those sides aren't where they used to be and you're no longer turning the ship in the direction you originally were and now need to change sides -- that's a lot of micro that I'm not a fan of.
With respect, why are you against micro-intensive tactics? If a player can pull off something that takes skill and be rewarded for it, I think that's great. That's what makes combat games fun imo: rewarding skill. I think depth of skill ranges should be encouraged for wider audience attraction. Skill ceilings turn away players who want something difficult to master.
I really hope push mode is kept. We need to think beyond combat conditions and wonder how TBs might be used in resource collection and non-combat mass manipulation. Maybe sometimes I want to be able to push an asteroid out of the way to get through to another one.
Walt The problem with having a super-powerful edge-mounted weapon is that then obviously you target that first, there's no interesting decision for the player fighting a ship with a tractor beam. Whereas if the tractor beam (or super-weapon) is protected further inside the ship, then it becomes a more interesting decision of whether to spend the firepower trying to take it out.
If a TB is protected by 3-layer shields and multiple layers of armor, that just isn't likely to be broken any time soon. I think making TBs able to be that protected actually removes the targeting decision entirely. It will be an obvious choice to target enemy weapons first to solve the problem. After all, it's not the TB that's the threat - it's the weapons the TB is assisting.
I don't think it's impossible to balance around an internal TB, but it does seem less interesting for gameplay. And not just from a combat perspective, but also from a design perspective. It will be way easier to place a TB if it can be internalized.
Again, if they can be internalized I think almost every large ship would carry TBs. That detracts from ship variety.