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Posted: Sun Jul 09, 2006 8:15 pm
by Cortex
Raveen wrote:QUOTE (Raveen @ Jul 9 2006, 09:06 PM) ...
Very good idea!


-- Cort

Posted: Mon Jul 10, 2006 9:48 pm
by Typhoone
Another critical failure could be life support in your ship malfunctioning...

The friendly "O2 gauge" comes online even when you are not podded, but have excessive damage. (Better hope your boosters still work). `gu

Ty.

Posted: Tue Jul 11, 2006 9:20 am
by ogorass
Although I love the idea, I think it is an awful idea to implement that. Why? Alleg is horribly hard to learn as it is, the 'realism+' version would drive 99.5% of noobs after 1hr of gameplay IMO.

And if it was to come true, I would suggest a 'tractor' ship to tow disabled ships home /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
And like 15% chance of fuel/ammo in cargo exploding after hull going down to 49%.
And 10% chance of pilot being killed once hull goes down 80%, leaving lifeless wreckage floating in space!
Ah yeah! Now THAT is Realsm++ /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />

Posted: Tue Jul 11, 2006 9:30 am
by Grimmwolf_GB
Well, sicne we are already dreaming:

Damage specific to the area hit by the weapon should be implemented.

If you hit someone from behind, you most likely kill is booster and his engine. From the side, his side thrusters, from the front, cockpit and lifesupport.

Wing Commander, Privateer and X-Wing had damage areas and it was fun.

Posted: Tue Jul 11, 2006 9:59 am
by Raveen
ogorass wrote:QUOTE (ogorass @ Jul 11 2006, 10:20 AM) Although I love the idea, I think it is an awful idea to implement that. Why? Alleg is horribly hard to learn as it is, the 'realism+' version would drive 99.5% of noobs after 1hr of gameplay IMO.

And if it was to come true, I would suggest a 'tractor' ship to tow disabled ships home /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
And like 15% chance of fuel/ammo in cargo exploding after hull going down to 49%.
And 10% chance of pilot being killed once hull goes down 80%, leaving lifeless wreckage floating in space!
Ah yeah! Now THAT is Realsm++ /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />
That's why there'd need to be a core side and client element of this feature to allow it to be turned off.

My thoughts about this are you could set (ideally in the core) a set of hull percentages which, once reached trigger damage (maybe, 50%, 25%, 10% if you want the possibility of 3 systems failures before destruction, set it at 0% and there are no failures). Once the threshold is breached a part is damaged. Which part can be selected in the core by a percentage rating, so once hull is at 50% the client does a RNG and selects which part breaks (the probability for breaking for each part is a core value).

With the option of effectively turning the damage off in the core Noir could release DN regular (which has damage as an option like SY) and DN Training (no damage regardless of client settings).

Of course, some poor suckker'd have to code it /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />

As for Grim's suggestion of damage by hit location, it'd need even more work as you'd have to rework all the models to include the data of which part is where (some sort of texture layer maybe, or by seperating the model into seperate meshes. Either would be hard to code I imagine).

Posted: Tue Jul 11, 2006 1:14 pm
by DrBeginner
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Jul 11 2006, 04:30 AM) Well, sicne we are already dreaming:

Damage specific to the area hit by the weapon should be implemented.

If you hit someone from behind, you most likely kill is booster and his engine. From the side, his side thrusters, from the front, cockpit and lifesupport.

Wing Commander, Privateer and X-Wing had damage areas and it was fun.


Homeworld 2 also. Let me know if you want pics. (HW2 even has damaged skin without having to override the majority of the skin)

Posted: Wed Jul 12, 2006 4:44 am
by Adaven

Posted: Wed Jul 12, 2006 5:54 am
by guitarism
looks like someone chewed on the damn thing. I like...

Posted: Thu Jul 13, 2006 7:43 pm
by Ironov
I have been thinking about the battle damage while playing a couple times. It would be really cool to try, but it would make allegiance almost a whole different game. It's really hard to figure the effect it would have on game balance and it would surely ruin some popular strategies. What would happen to a nanned bomb run against massive defence when all the ships would get stuck in the caltrops? /blink.gif" style="vertical-align:middle" emoid=":o" border="0" alt="blink.gif" />

Well it would really be a cool experiment, but being so hard to imagine and needing huge amount of work it might stay a dream too. Even more so on the targetted damage. Would be fun to destroy pooks deployer /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />