22 minutes ago, GreenDragoon said:*it doesn‘t anymore. Nobody said „that‘s it“ like nobody said it is „just“ pushing spaceships around.
Indeed. You have to toss dice and make pew-pew sounds, too.
22 minutes ago, GreenDragoon said:*it doesn‘t anymore. Nobody said „that‘s it“ like nobody said it is „just“ pushing spaceships around.
Indeed. You have to toss dice and make pew-pew sounds, too.
51 minutes ago, Lace Jetstreamer said:Why are stop maneuvers 'red'? Meaning, if a stop is a red move, why shouldn't a bump also be red as I have laid out in my original post? It stands to reason that since some ships actually have a stop and that stop can be red, that bumps should be red on all ships.
As I stated before, this doesn't prevent castling but is punishes it heavily. Anyone choosing to castle won't have actions on their first engagement while their opponent will be token'd up. The reason for castling is to guarantee the optimal initial engagement.
And yes, players absolutely abuse the bumping mechanics for the castling strategy. Its not different than 'double pumps' in fortnite. Players argued till they were blue about how double pump is a learned strategy. The reality, was that double pumps was a result of a game exploit. Epic finially fixed double pumps (shoot with 1 shotgun, then switch to another shotgun to ignore reloading times). Castling is exploiting the bumping rules in order to keep ships in place.
We KNOW that the game wasn't designed to allow the vast majority of ships to stay in place. The ships that COULD stay in place, got a stress token and so could only do it once very other round.
Please don't be like the double pump fortnite players who cry. Castling is an exploitation which is simply unfun to play against.
Because it has already been explained that a) you aren’t actually staying still, b) holds much wider repercussions than simply addressing castling, and c) adds a layer of inconsistency when compared to going over an asteroid.
Once again, you are so intent on your solution that you are not actually looking at the other ways it affects the game. Do you want low PS blockers like a TIE Swarm to hold that much power?
As I have asked before, I would like to know your game design background. You are trying to speak with authority, but have given no credibility to your words, seeming to be raging at game design you don’t actually understand.
I love the concept of bumping, it is such a beautiful piece of design.
All this whining about this tiny amount of relevance for the overall game is beyond my understanding
4 hours ago, thespaceinvader said:Because a bump is not a stop manoeuvre.
Ding. Bumps don’t just happen in fortressing. They happen at the end of a 5 straight also.