Logo Platform
logo amplifiers simplified

SUGGESTION - Ships systems can be damaged in space combat

Copied to clipboard!
12 years ago
Sep 26, 2012, 5:57:44 PM
a) I'd love to see more detail in the way ships are damaged. Master of Orion 2 had a great system - where damage would be applied to the ships Hull>Structure>Systems in that order. The drive could be damaged slowing the ship, the shield generator destroyed and bits blown off. In fact, I'd LOVE to see bits blown off ships generally!

b) In connection with this - when a ship is destroyed I wish their graphical demise was determined by the weapon they were destroyed by. Further to that, I wish the larger ships would slowly break up rather than just disappearing in a flash of explosion.



Thanks Amplitude!
0Send private message
12 years ago
Sep 26, 2012, 6:03:00 PM
Jos wrote:
a) I'd love to see more detail in the way ships are damaged. Master of Orion 2 had a great system - where damage would be applied to the ships Hull>Structure>Systems in that order. The drive could be damaged slowing the ship, the shield generator destroyed and bits blown off. In fact, I'd LOVE to see bits blown off ships generally!

b) In connection with this - when a ship is destroyed I wish their graphical demise was determined by the weapon they were destroyed by. Further to that, I wish the larger ships would slowly break up rather than just disappearing in a flash of explosion.



Thanks Amplitude!




Nice suggestions. Amplitude has announced a payed expansion which will focus on battles so maybe this will be implemented then. smiley: smile
0Send private message
12 years ago
Sep 26, 2012, 6:23:54 PM
This would be nice (Possibly having ship HP dependent on modules), and would help against cannon-fodder and glass cannon ship types.
0Send private message
12 years ago
Sep 27, 2012, 9:07:20 AM
Igncom1 wrote:
This would be nice (Possibly having ship HP dependent on modules), and would help against cannon-fodder and glass cannon ship types.




I personally would find having a module dependent HP system rather unrealistic. Now having damageable systems would make sense but, like in real life, they would be more of an extra than anything, a benefit due to an accuracy card being played or a battle card being countered. But it would also require more advanced repair modules that are currently available in game.
0Send private message
12 years ago
Sep 27, 2012, 5:46:02 PM
maur4395 wrote:
I personally would find having a module dependent HP system rather unrealistic. Now having damageable systems would make sense but, like in real life, they would be more of an extra than anything, a benefit due to an accuracy card being played or a battle card being countered. But it would also require more advanced repair modules that are currently available in game.




What is a ship, other then that what it carry's?
0Send private message
12 years ago
Sep 28, 2012, 8:18:35 AM
Regarding the second suggestion - weapon-dependent explosions and slower break-ups: Very much so, with exception of the speed with which ships blow up. This should depend on the amount of damage they took, i.e. if the killing shot dealt more than some threshold (e.g. 15% of the ship's max. HP) or was a critical hit, it explodes in one go (the weapon basically just vaporised the ship). Gives you a visual feedback about what is happening in battle, too. Lots of big explosions mean one side is definitely outgunned.



Regarding the system HP - not so keen, lots of extra fiddliness you can't control. I'd rather see "death spiral" penalties, e.g. ships with less than 25% HP only deal 80% weapon damage, with less than 12.5% HP only 60% damage and so on. This could vary with hull type, meaning larger hull types trigger penalties differently (e.g. the penalties only kick in at 10% HP for a dreadnaught), that would make big hulls a bit more worthwhile, too.
0Send private message
12 years ago
Sep 28, 2012, 8:43:41 AM
WhatGravitas wrote:


Regarding the system HP - not so keen, lots of extra fiddliness you can't control. I'd rather see "death spiral" penalties, e.g. ships with less than 25% HP only deal 80% weapon damage, with less than 12.5% HP only 60% damage and so on. This could vary with hull type, meaning larger hull types trigger penalties differently (e.g. the penalties only kick in at 10% HP for a dreadnaught), that would make big hulls a bit more worthwhile, too.




Probably you shouldn't drill down to modules but to "systems". So not every module can be damaged but in general the "weapon system" or the Shielding/Hull or the engine which then affects the gameplay (makes ship slower, more vulnerable or let it deal less damage).
0Send private message
12 years ago
Oct 2, 2012, 1:14:55 AM
While the idea might sound fun in theory, in practice it would just end up being an annoyance with very little control over it and high cost as developing time. Lets not forget that at the moment ships blow up very fast once their defenses are down making this system even less relevant.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message