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After the earlier post declaring Siege Treads the vote winner that'll be going into the next release, I've spent more time thinking about the design and it's been expanded!

I'm pretty close to finalizing it, so thought I'd share the new iteration here before actual implementation.

A New Stat

Treads will get a new Siege stat (taking the place of the unused Burnout stat in their info page), which can be either N/A, Standard, or High.

All heavy treads are Standard, and a new range of about three different Siege Treads (all heavy) will be High. Non-heavy treads cannot go into siege mode.

Giving siege mechanics to all heavy treads makes this mechanic more accessible, while limiting it to heavy treads is nice since it's a somewhat more involved mechanic and this'll keep it out of the early game.

Siege Mode

Siege mode is toggled like overloading, but takes time to transition. Toggling it on takes 5 turns, you can then remain in the mode for as long as you like, and then toggling it off takes another 5 turns. (Note that as I see it now you can probably still attack and perform other operations during these turns, you just can't move or swap your treads.)

While transitioning and in the mode:

  • you cannot move
  • enemies have a +10% chance to hit you

While the mode is fully active (i.e. not transitioning on/off):

  • +20% accuracy
  • doubles coverage of all armor and heavy treads
  • 25% damage reduction against all heavy treads

The line of Siege-specific heavy treads are even better at it, giving +30% accuracy and 50% damage reduction against all heavy treads.

Interface

As for the relevant UI elements, the HUD will show a special status next to Movement as mocked up last time, and when any treads have siege mode toggled on, all applicable treads get it toggled on automatically. While entering/exiting siege mode they have a gray SIEGE tag next to them, which turns GREEN while the mode is fully active.

Feedback

Feel free to drop opinions here, and I guess an important question to ask is: given the description in the post, is this a mechanic you'd use? Why or why not?

Comments

Joshua

Is there any crit immunity involved for the treads while in siege mode :)? What happens if all your treads are shot off while in siege mode?

Joshua

Also, how does it interact with other propulsion you may have equipped? Does it also immobilize that if you cycle to it? Edit: Also also, is there any advantage in the recoil department? Imagine switching to siege mode and then firing 4-8 big kinetic cannons with no recoil penalty... I think in general this may promote higher numbers of weapon slots since it is trading mobility for destructive potential. There would be little point is using siege mode for launchers since launcher guidance computers are already so good.

Lee

Hmmm, a bonus to recoil would be sweet, but, cannons don't gunsling so... yea. BUT, if siege mode allowed you to gunsling with cannons :O

Kyzrati

Well that wouldn't really make sense for siege mode, but yeah I'm not sure there's a good incentive for using lots of cannons that wouldn't make them too good, in any case. That's a separate issue that's always been cooking.