Post by bigfoot on Sept 5, 2017 10:17:01 GMT -8
Battle Tactics Mod
This mod is intended to enhance the gameplay of LD by letting the player benefit from more reactive and realistic strategies than the currently optimal huddle-in-a-corner-and-wait-for-them-to-run-into-our-guns.
The key theme is movement matters and the battlefield changes as you play.
This mod raises the skill ceiling of the game significantly, giving you the opportunity to deal significantly more damage, but a misplay will potentially cost you the battle. It is disabled on escort missions and the final LD mission by default.
Mod 1: Movement
This mod changes the sprite of ships as they change directions, no longer must you fly backwards as you turn your lasers 180* and shoot through your own hull to target enemy ships...
The magnificent innovation of steering is here!
This mod can be used on its own perfectly well, and was released some time in 2016, its just been updated slightly. On it's own it is just a graphics mod but it is really needed to get the most out of the evasion mod.
Mod 2: Wreckage
This mod causes ships to leave behind burnt out husks of colour coded cover (apart from Ryders) that has different stats depending on the ship that was destroyed (lifespan, hp, % to block, ext).
However because it is unstable cover, if it's destroyed by weapons fire... It explodes dealing damage. If it's not destroyed it will eventually collapse beyond any use (again the time depends on the ship that spawned it)
This obviously rewards aggressive, flexible play by providing cover for ryders to utilize if they can get close enough to the enemy ships.
Again, this mod can be used on its own perfectly well and was released alongside the movement mod in 2016 but adds an additional layer of strategy to the evasion mod.
Mod 3: Evasion.
This is the big mod, it has a huge effect on battles but is entirely customisable and easy to adapt to anyone's personal play style.
It is set up by default, to how I use it but in the Config file, there are 36 different options that can be changed to give it huge versatility. If you have an alternate setup then you can always post it on the boards for others to try.
With this part of the mod enabled, moving gives you buffs to your evasion, whilst standing still or crowding your ships together reduces it. This can either be on a turn by turn basis or a distance traveled basis.
Mode 1: Hex mode
When you move you gain +1 stack of evasion buff per hex. You loose 25% of those at the start of your next turn and if you don't move at all, you gain an additional penalty of -2 stacks, by default it is capped at +20/-7 and +2% evasion per stack
This means Cap Ships have the armor to only occasionally move but light ryders become more maneuverable and the movement helps offset the risk they take by being so close to enemy ships, Bombers and snipers sit back a bit more, but do need to occasionally move or they become more and more vulnerable.
Mode 2: Turn Mode
In this alternative mode, ships gain stacks of movement whenever they move in a turn, no matter how much they do so and gain a penalty if they don't (adjustable). It is simpler and easier but much less realistic.
In addition on both of these modes, entering cover removes any penalty to evasion (optional) and ships with adjacent ships gain an evasion debuff (optional)
It stands to reason ships have greater armor on the front to the rear, this mod gives ships damage reduction dependent on where it originated. Ships in a 45* angle in front of the ship deal less damage to ships above/below/behind. the less head-on ships are, the more damage they will deal to their opponents. By maneuvering to attack enemy ships rear you can do significantly more damage (default max -9% damage to +25% damage). Using gravity guns to turn ships around could mean the difference of +~30% damage reduction or gain and life or death of a troublesome enemy.
With this part of the mod, weapons apart from support/missile/rockets (can be enabled though) have a base 5% chance to critical hit, inflicting either bonus damage, destroying missiles/rockets in the ship and 5 other status effects.
In addition, attacks with accuracy over 100 gain 1% chance to crit for every 5 accuracy above 100, letting them benefit from being either close or stacking accuracy buffs. All critical effects can be turned on or off and the size of the effect altered.
This is a very complex mod, so whilst it has been tested extensively there may be bugs, please do let me know if you find any.