In my previous post, there were comments about how it looks tedious in the space combat where you have to click on a weapon, then click on a ship to fire at it. This has led me to brainstorm ideas for reducing the clickfest. The goal of Beyond Beyaan is to provide an enjoyable experience with minimal tediousness and bad kinds of micromanagement (repetitious orders, etc), and I'm not accomplishing that with space combat.
Another thing is why does firing 2 weapons take more time than one? Why can't you fire both your plasma and laser cannons at the same time, reducing the time used? Right now an equipment (for example, 14 x laser cannons) will take the same time to fire, but what if you want to fire two weapons that have similar time requirements at once?
And why can't you move and fire at the same time? I was basing the system off of X-Com, where a human can't really move and fire at the same time unless you sacrifice accuracy, but now I'm thinking that it might not be the best system for space combats with ships and computer-assisted targeting.
So I'm proposing some ideas, and would like to hear your feedback:
For the ship design, you can add weapons and stuff as usual, but you now can add "groups" of selected equipment, with max of 10 groups per ship. Each group can share the same weapons as other groups. You will have a group selected at all times, right clicking will activate that group and give it your mouse pointer's coordinates. You can change the group by either hotkey (0 - 9 on your numpad/numberic keys), or clicking on the list of groups. You can name each group for each ship design (Long Range, Short Range, Missiles, Falcon Punch, Death Blossom, etc) for easier quick glance when choosing a group.
For example, let's say that your ship have three weapons:
10 x Laser Cannon
5 x Laser Cannon
3 x Plasma Cannon
You have 3 groups that consists of each weapon (first group is just 10 x Laser cannon, and so on), 4th group is both 10x and 5x laser cannon, 5th is all three combined.
A group will take the longest time of any equipment included (if Plasma takes 10, and laser takes 5, it will use plasma's time), and take the sum of all equipment's power required (if Plasma uses 5, Laser uses 2, and all weapons are included, then it'd be 5 x 3 + 2 x 5 + 2 x 10 = 45)
A weapon must be included in a group in order to be used. There will be a warning when confirming a design if there's any items that's not included in a group. There will be a flag in the technology table whether or not an item should be included in a group. For example, Sub Space Teleporter won't be included in a group. In space combat, the left part of information display will be for this kind of items, and right part will be list of groups.
I think this should reduce the clicking required, and allows you to combine weapons into an impressive firework display (all weapons in a group will fire at the same time, unlike MoO 1/2 where it fires each weapon in succession)
Now for movement/firing. I'm thinking of splitting those two, so that moving will use a separate point system from the weapons. There will be "movement points", the faster your engines are, the more you can move. You already sacrifice a lot of space to engines, so if you slap two system engines on your ship, you don't have much room for weapons, so why should you be punished twice by having to choose between moving and firing?
With this change, each ship will now have three separate point systems: Movement points (this doesn't consume power or time because engines generate its own power, and movement points is technically time), power points, and time units (the last two is for any equipment unrelated to moving). The time units are there to prevent overpowered ships that have massive reactors to just fire all of its weapons repeatedly due to its massive energy reserves.
I think this should make the combat a lot more simpler for the players, and making it less of a click-fest. I would like your feedback on those two changes!