Forums » Suggestions
Regional Damage affecting Performance
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.
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.
Familiar thread is familiar: http://www.vendetta-online.com/x/msgboard/3/26915
What the hell are you smoking, this has nothing to do with directional thrust.
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.
The title wasn't supposed to be regional.
"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.
- 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.
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).
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).
"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'
Incarnate cares - and that's why it wont happen until its 'done properly'
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.
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.
From: http://www.vendetta-online.com/x/msgboard/3/27251?page=2#331342
We've already established the directional damage indicator is horribly inaccurate.
We've already established the directional damage indicator is horribly inaccurate.
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...
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...