Hyper Melee Tag-Out System

In SC2, players had the option of trying to save a ship by attempting to flee a melee by spinning up a hyperspace drive.

During this time, the ship becomes completely stationary for several seconds -which usually results in an easy kill against a human player  (unless you had a Chmmr Avatar with surviving ZapSats to protect yourself).

For Origins hypermelee, I was thinking of a tag-team system that would make ship escapes more interesting and add a level of strategic play.

 

TAG TEAMING AND SUPPORT SHIPS:

When entering Hyper Melee duels, players choose both a PRIMARY attack ship and a SUPPORT ship.  The support ship stays in reserve until the player attempts to escape the battle by charging their hyperspace engine.  When a player attempts to escape, just like in SC2, their ship goes stationary and begins starting up their warp drive.

However, at this time the SUPPORT ship warps in immediately and the escaping player has a chance to try to defend their escaping primary ship with the support vessel -which will stay and continue the battle.

If the player attempts to hyperspace out on the SUPPORT ship, the PRIMARY ship returns to defend it while it warps.

This gives the players interesting options and the ability to try to swap out ships in real time if they find themselves in a bad place or completely outmatched by a ship that hardcounters them.

To spice things up, while in between battles players can change the primary ship going into battle and the support ship to keep the opponent on their toes.

So sure you might be fighting an earthling cruiser, but what is supporting it?  Is is s Scryve ship? Is is a measured?

This also helps create the impression and feel that your fleet ships are working together instead of standing on the sidelines while their allies get mortally destroyed.

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It is the same idea as the one I posted in the SuperMelee Duration thread.