Suggestion: Systems damage
whats wrong with just killing the damn thing....
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forumCronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
For caps I can see things like being able to knock the Eng's off line yes, but on fighters or scouts? I mean... They are alot smaller. Maybe if we distill it down to a few things then maybe it would make sense, but it seems like way too much coding for something that becomes more in depth and more complicated. Plus you'd have to redo every model I would think to reflect damagable areas for the system to realize that an area had been hit.
Way too much workI think
Way too much workI think
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forumCronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
So even more coding.... and evefn more work for core devs...
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forumCronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
Guys, I originally started this thread as DogHouse and still retain that account I guess. Something I screwed up as a newbie.
Anyhoo, Fishbone, Star Raiders brings back some great memories. If this gets implemented, I would suggest that certain things won't ever get completely wiped out. Engines could be damaged, but not completely - you would still have a modicum amount of speed, like a pod. This can be debated. Targeting different systems on the HUD? I think that may be a little too much to ask for. Only on something huge like a capship would that make sense, and it would be extra dev work to get such a thing to work properly.
What I initially suggested was something simple that would occur more at random. The aggressor doing the damage won't know what's going on with his victim. For example, back in the WWII days, sometimes the nme pilot would get killed in a dogfight. The nme pilot would look fine to any nearby planes, except that it kept going straight for no apparent reason. Same thing if someone's guns are destroyed... they'd still fly around but nme pilots wouldn't know why they're not shooting back. I think this is something that can be done without going overboard and still have a cool effect on the game.
The Star Raiders example is pretty good. If you've never played it, typically ship systems tend to get damaged more than completely damaged. Once damaged, the system would work off and on. Radar would cut in and out, guns shoot intermittently, thrusters would fire at irregular times. It was a really cheap way to give the effect of a damaged system, but it was fairly effective. I think it wouldn't be terrible to implement, again if kept fairly simple.
Spidey does bring a point tho, if you just leave things alone and just killed your opponents, it focuses more on the gameplay and not on the little technical details. There's a tradeoff there I believe.
Anyhoo, Fishbone, Star Raiders brings back some great memories. If this gets implemented, I would suggest that certain things won't ever get completely wiped out. Engines could be damaged, but not completely - you would still have a modicum amount of speed, like a pod. This can be debated. Targeting different systems on the HUD? I think that may be a little too much to ask for. Only on something huge like a capship would that make sense, and it would be extra dev work to get such a thing to work properly.
What I initially suggested was something simple that would occur more at random. The aggressor doing the damage won't know what's going on with his victim. For example, back in the WWII days, sometimes the nme pilot would get killed in a dogfight. The nme pilot would look fine to any nearby planes, except that it kept going straight for no apparent reason. Same thing if someone's guns are destroyed... they'd still fly around but nme pilots wouldn't know why they're not shooting back. I think this is something that can be done without going overboard and still have a cool effect on the game.
The Star Raiders example is pretty good. If you've never played it, typically ship systems tend to get damaged more than completely damaged. Once damaged, the system would work off and on. Radar would cut in and out, guns shoot intermittently, thrusters would fire at irregular times. It was a really cheap way to give the effect of a damaged system, but it was fairly effective. I think it wouldn't be terrible to implement, again if kept fairly simple.
Spidey does bring a point tho, if you just leave things alone and just killed your opponents, it focuses more on the gameplay and not on the little technical details. There's a tradeoff there I believe.
I agree. Maybe a random type of system damage that causes intermittentent operation. Forget targeting etc. I think it would add some fun to the game. BUT...I still like the repair bots idea. Load one on ur fighter to fixed damaged systems. Otherwise I think a power up could do it.

"What if, star sailor, I were to come over your house and punch you in the $#@!ing face?!
Will that finally get you to shut the hell up?!?" -- neotoxin
i thought systems damage would be good for cap ships, though it would be implemented by naming the cvh boxes.
e.g.
bound_thrust - shoot this to kill thruster
bound_lwepmnt - shoot this to kill whatever gun is on lwepmnt
bound_teleport - shoot this to remove the ships teleport receiver ability
bound_rip - shoot this to disable the ships ripcord drive
bound_shield_1 - shoot this to disable shield generator (you wil need shields down before you can hit any of these)
bound_shield_2 - you can also shoot this to disable a shield generator
bound_shield_n - where n is a number. shooting 1 of n shield generators reduces max shields by 1/n, or max shields are [core max shields]*[number of shield generator boxes remaining]/[number of shield generators]
this would work for all ships, but if a ship doesn't have a box with a special name, it
also, you could implement destruction of parts of ships like that
when say
bounds_shield_2 gets enough damage done to it, if there is a part of the model named mdl_shield_2 that part gets destroyed (with a nice explosion)
all named components will have ([max ship hull]/2)*(1/[number of named components]) so if you shoot off all named subsystems the ship will be at half health.
if you shoot a non-named cvh box then you reduce the ships hull as normal, but the damage is shared out between the ship and its subsystems (so if you only shoot the ship it will die at the same time as the subsystems do and you wont be left with a load of thrusters and turrets with no hull)
e.g.
bound_thrust - shoot this to kill thruster
bound_lwepmnt - shoot this to kill whatever gun is on lwepmnt
bound_teleport - shoot this to remove the ships teleport receiver ability
bound_rip - shoot this to disable the ships ripcord drive
bound_shield_1 - shoot this to disable shield generator (you wil need shields down before you can hit any of these)
bound_shield_2 - you can also shoot this to disable a shield generator
bound_shield_n - where n is a number. shooting 1 of n shield generators reduces max shields by 1/n, or max shields are [core max shields]*[number of shield generator boxes remaining]/[number of shield generators]
this would work for all ships, but if a ship doesn't have a box with a special name, it
also, you could implement destruction of parts of ships like that
when say
bounds_shield_2 gets enough damage done to it, if there is a part of the model named mdl_shield_2 that part gets destroyed (with a nice explosion)
all named components will have ([max ship hull]/2)*(1/[number of named components]) so if you shoot off all named subsystems the ship will be at half health.
if you shoot a non-named cvh box then you reduce the ships hull as normal, but the damage is shared out between the ship and its subsystems (so if you only shoot the ship it will die at the same time as the subsystems do and you wont be left with a load of thrusters and turrets with no hull)
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Before this would ever work we would need to add hit points for Hull.
Right now we have
figs : Shield / Armor / no hull
ints: no shield /armor/ no hull
None of these systems dammages should be applied to armor IMO.
We would need to add hull HPs and then you could use that to base your systems dammage off of.
I think eve has the shield/armor/hull setup.
Right now we have
figs : Shield / Armor / no hull
ints: no shield /armor/ no hull
None of these systems dammages should be applied to armor IMO.
We would need to add hull HPs and then you could use that to base your systems dammage off of.
I think eve has the shield/armor/hull setup.
-->>Elitism<<--
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.


