Damaged Ships

Catch-all for all development not having a specific forum.
Cortex
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Post by Cortex »

_SRM_TheBored wrote:QUOTE (_SRM_TheBored @ Jul 7 2006, 08:50 PM) I would only like visible damage... I like the idea but it would suck to play.
I agree, this would have a *huge* impact on Allegiance gameplay. But how about setting it via a flag in the game settings (eventually, eventually, of course)?


-- Cort
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strike700
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Post by strike700 »

Better yet, make it core dependant.
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juckto
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Post by juckto »

What about nanites? How much damage can they repair?
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Psychosis
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Post by Psychosis »

its simple actually, as the damage goes down, the client switches skins back.
just run a simple check every time the ship takes damage.

this may actually cause some interesting effects with lagjumpers, as their damage flucuates, but as long as its clientside, I dont forsee it causing many problems.
Cortex
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Post by Cortex »

strike700 wrote:QUOTE (strike700 @ Jul 8 2006, 01:02 AM) Better yet, make it core dependant.
I disagree, why core dependent? It's like shipyard on/off, sometimes you want it, sometimes not. You probably want to turn it off for SGs, for example. I don't see at all how this option could be core dependent...


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Orion
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Post by Orion »

This could be a huge change if Allegiance uses 1 model/texture for every identical ship in a sector. That means if you change 1 ship's texture all the same class etc change (this is not what you want), if Allegiance is handled that way you need to make a texture pointer for each individual instance of a ship, and then make the device change texture while its rendering objects.

You would have to store 3*n textures in memory though, increasing system requirements.
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strike700
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Post by strike700 »

Cortex wrote:QUOTE (Cortex @ Jul 8 2006, 03:57 AM) I disagree, why core dependent? It's like shipyard on/off, sometimes you want it, sometimes not. You probably want to turn it off for SGs, for example. I don't see at all how this option could be core dependent...
-- Cort
Quite simply, to prevent stupidity. The stupidity of core devs being able to block system wide changes. You can still turn it on/off via the shipyard tag but the ability to turn it on off by core is also present. Options are never a bad thing.
Apparently a California "cabin" is any place more than 4 blocks from a McDonalds.
Cortex
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Post by Cortex »

strike700 wrote:QUOTE (strike700 @ Jul 8 2006, 07:28 PM) You can still turn it on/off via the shipyard tag but the ability to turn it on off by core is also present.
Ah, well that's okay. That's not what you said in the first place, though. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


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strike700
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Post by strike700 »

Cortex wrote:QUOTE (Cortex @ Jul 8 2006, 11:11 AM) Ah, well that's okay. That's not what you said in the first place, though. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
-- Cort

I apologize, It may not be what I said but it is what I meant.
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Raveen
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Post by Raveen »

Would it not be best to add a switch to the game settings screen that enables/disables damage but make the effects of damage on each ship a core value?

So if Noir hatges having engines broken by damage he can limit damage to weapons/shields whilst allowing the other devs to have whichever damage possibilties they choose. The advantage of being able to set it on a ship by ship basis is that it could become a faction feature (Dreg ships are prone to engine failure due to the highly tuned motoers that give them extra speed whereas Belters ships keep going even in the face of massive damage due to the solidity of their construction).

If we're going to implement damage let's do it in the most complete way possible.

Of course, we'd need a new core file format for this to be implemented.
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