Forums » Suggestions

Regional Damage affecting Performance

Mar 14, 2013 Kierky link
Now this was brought up in the SVG thread, but I thought it'd be better to discuss separately.

What I am suggesting:
- Regional damage can impair and disable turbo thrust output.
- To give less incentive to run when low on health.
- To provide even less of an incentive for pirates to ram themselves to death on newbs, causing faction loss and other penalties.

What I am not suggesting:
- That this impacts on your ability to strafe

So basically, your turbo thrusters are damaged depending on how much overall damage your ship has taken.
For example:
Health/Max Turbo output (as a percentage of thrust)
100%/100%
90%/90%
80%/80%
60%/60%
point for point until below 60%
50%/40%
40%/25%
25%/0% (disabled)

I don't know if it's possible to have a variable value for turbo thrust, but that's a question I cannot answer.
Mar 14, 2013 TheRedSpy link
Mar 14, 2013 Kierky link
What the hell are you smoking, this has nothing to do with directional thrust.
Mar 14, 2013 TheRedSpy link
Read the thread, the problem is the regional damage system is not accurate, so changes like this can't happen until it's updated. It's relevant.
Mar 15, 2013 Kierky link
The title wasn't supposed to be regional.
Mar 15, 2013 TheRedSpy link
"What I am suggesting:
- Regional damage can impair and disable turbo thrust output."


If you're suggesting that hits to the front of a ship should impair turbo, then you are a spastic; so regional damage is relevant, and there is the thread where incarnate has explained why the system is not ready for this kind of use.
Mar 15, 2013 vanatteveldt link
Frankly, I don't even care if a hit to the side does not always damage that side. Ships are complex, situations chaotic, and maybe an explosion on the left side caused something on the other side to break?

I suppose for bigger ships this is less plausible, but I would also guess that for bigger ships the collision detection problem is a lot lower,

The 'lucky shot' problem (whoever scores the first hit has highest chance of winning) will make combat more exciting, I think, and certainly more realistic (the first hit has been the most important in fighting, whether you talk about swords, guns, or tanks). If you want to combat this, add some form of shielding that only regenerates when the energy bar is full (so in normal combat the shield does not recharge, but if you manage to escape or hide in an asteroid field for a minute or two you are in better condition).
Mar 15, 2013 TheRedSpy link
"Frankly, I don't even care if a hit to the side does not always damage that side. "

Incarnate cares - and that's why it wont happen until its 'done properly'
Mar 17, 2013 Alloh link
from http://www.vendetta-online.com/x/msgboard/3/27251/edit/331339

We already have "sections" in ships, those that get colored in the small ship rendering in your HUD: Front, rear, sides, top, bottom. Best option would be tie to associate each section to some subsystem:
-Front: Jump Engine
-Rear: Turbo engine
-Top/Bt/Sides: Strafe engine (non-turbo) OR weapons, per ship layout.


Those already exist. And it seems that they already work
.
Mar 17, 2013 tarenty link
From: http://www.vendetta-online.com/x/msgboard/3/27251?page=2#331342

We've already established the directional damage indicator is horribly inaccurate.
Mar 17, 2013 Alloh link
We've already established the directional damage indicator is horribly inaccurate.

Even if almost randomic, it would be an welcome improvement, and a general nerf in average combat duration, what is also welcome. If you want to disable instead of explode, be very very carefull in last shots!

Simple, direct mapping section-aspect. Simple 4 layers, 100%, 66%, 33%, 0%.... boom!

Simplified implementation that would be kept later when hitbox precision improvements are made...