Forums » General
sub-targeting...
will we ever have that? Is the engine even capable of doing something like that? (it seems that you can targe turrets on bigger ships like Trident...I never tried to destroy them, is that possible?)
What I mean is, target the engines of a ship, if destroyed the ship can't change it's movement speed anymore.
If you destroy the jump engine, it can't jump to another system.
sensors, energy grid and so on.
If a system is 'destroyed' the ship's AI will start to repair it with the help of nanobots (SERCO) or the monk will repair it with his psych powers (ITAN). UIT would use nanobots I guess.
Why am I not posting this in suggestion? It's not a real suggestion but more of a "is it even possible without revamping the whole engine"?
What I mean is, target the engines of a ship, if destroyed the ship can't change it's movement speed anymore.
If you destroy the jump engine, it can't jump to another system.
sensors, energy grid and so on.
If a system is 'destroyed' the ship's AI will start to repair it with the help of nanobots (SERCO) or the monk will repair it with his psych powers (ITAN). UIT would use nanobots I guess.
Why am I not posting this in suggestion? It's not a real suggestion but more of a "is it even possible without revamping the whole engine"?
You can destroy turrets, though you have to drop the shields first if they're on a capship. FYI, the turrets on behemoths and atlases can also be destroyed, though you can't target them anymore (used to be that it was hard to target the actual ship because it kept targeting the turrets instead, so they disabled targeting the turrets on the non-capships). But if you fire a bunch of rockets at a moth, you'll notice that the turrets that got hit will disappear after enough damage is dealt.
There's been suggestions to add subsystems to ships before, but at the moment the only things you can target are the turrets.
I dont think there's any way to repair/replace turrets on NPC capships though.
I dont think there's any way to repair/replace turrets on NPC capships though.
You can repair cappie turrets with a carefully targeted repair gun from what I recall, but once killed they cannot be replaced.
There are no specific limitations in the engines preventing the existence of targetable sub-systems on ships (small or large), and that has been something desired since before we ever released the game. It's just not a feature that has been added as of yet. It would require some development time to add.
Well, as a user, if its possible, I think the cleanest way to do it would be to add a specific subset of targetting for the currently selected target. In other words, you arent able to select a subsystem of another ship, and you're not able to select one unless you have a target already.
That's kind of how FreeSpace did it.
The game's storyline and missions had a lot of stuff that involved targetting (and destroying) subsystems too. It was pretty fun. :)
The game's storyline and missions had a lot of stuff that involved targetting (and destroying) subsystems too. It was pretty fun. :)
Yes, it would be challenging to target locations on an enemy ship and degrade ship maneuverability. Not to mention having to adapt your tactics if your own ship were failing, as opposed to being able to fight effectively all the way down to 1% armour.
Maybe for capital ships. I don't really think that would make for fun gameplay with fighters.
I'd limit subsystem damage on fighters to secondary things like radar, comms and jump drives.
I'd limit subsystem damage on fighters to secondary things like radar, comms and jump drives.
+1 to subsystems, as FS2 does. But should be simpler.
For me, the best start point would be adding ENGINES and REACTOR subsystem, with turrets.
Destroy Engines and cappie stops and cannot jump away.
Destroy Reactor and no defenses left, you can take/pillage cappie, instead of destroying it.
>Require docking with a Reactor and Engines to repair it and be able to fly it again.
Way more profit from selling whole Trident with cargo, than its scraps and drops...
For me, the best start point would be adding ENGINES and REACTOR subsystem, with turrets.
Destroy Engines and cappie stops and cannot jump away.
Destroy Reactor and no defenses left, you can take/pillage cappie, instead of destroying it.
>Require docking with a Reactor and Engines to repair it and be able to fly it again.
Way more profit from selling whole Trident with cargo, than its scraps and drops...
@abortretryfail well, Conflict: FreeSpace was the first 3 dimensional space game I played, I also played Starlancer and Freelancer (well, Freelancer wasn't that good...mainly because after the first "story arch", the game "stopped". I "played" for 2 hours after I finished the "destruction" of those transparent aliens (them being sucked into something...I forgot what that was) and nothing happened, no contact from that AI partner...no action...meh.
FreeSpace and Starlancer...I never managed to finish the campaigns, in one of them I was stuck at interrupting the torpedo bombardment of a big ship, and I couldn't interrupt enough torpedos. Don't know where I stopped in the other game.
but yeh, the "idea" of destroying the subsystems is from those games (FreeSpace/Starlancer) in my case.
@Alloh I'd like to take the engines apart. Jump and sub-light engine are two different things that aren't related in any way.
And for the fighter gameplay: well, you wouldn't focus on the subsystems of a fighter, but it'd be funnier to make it possible to damage the engines to a point where they (partially) fail. It'd bring a new level to dogfights, since you'd have to cover your ass.
FreeSpace and Starlancer...I never managed to finish the campaigns, in one of them I was stuck at interrupting the torpedo bombardment of a big ship, and I couldn't interrupt enough torpedos. Don't know where I stopped in the other game.
but yeh, the "idea" of destroying the subsystems is from those games (FreeSpace/Starlancer) in my case.
@Alloh I'd like to take the engines apart. Jump and sub-light engine are two different things that aren't related in any way.
And for the fighter gameplay: well, you wouldn't focus on the subsystems of a fighter, but it'd be funnier to make it possible to damage the engines to a point where they (partially) fail. It'd bring a new level to dogfights, since you'd have to cover your ass.