Forums » Suggestions

Real damage

Jan 10, 2006 ArAsH link
How about when you suffer heavy damage your turbo and/or radar and/or guns... starts malfunctioning, turning on and off in irregular intervals and simular effects.

I think this may add some hearth pounding suspense to a fight.
Jan 10, 2006 mellowvision link
I love it when my hearth pounds
Jan 11, 2006 toshiro link
Aw, you're mean, mellow :P

On topic: I would like to see a more realistic damage model, as well, but the fact that this has been asked for quite often in the time since I joined these boards and the fact that it has never been implemented does not bode well for this idea.
Jan 11, 2006 Shapenaji link
well, they have the thing that tracks where you get damage at the moment. It always seemed kinda useless before. Maybe with the UI update?
Jan 11, 2006 LeberMac link
From here: http://www.vendetta-online.com/x/msgboard/2/12553#156042

LeberMac:Will this new damage model have damage-able ship components? i.e. A vult can lose its wing (meaning it loses a weapon, some mass, plus some maneuverability) but still keep fighting?That would rock, but could be a bit tough to code, eh?

a1k0n:Um, no. We still don't even have a collision system that can absolutely prevent you from getting inside objects.

So looks like one of those long-term fixes (i.e. not f'ing likely anytime soon...)
Jan 11, 2006 icbm1987 link
Damage Tracks!

Like CAV miniatures! Or Other miniature games!

Yay!
Jan 13, 2006 Phaserlight link
well the game already seems to have four separate "damage areas" it keeps track of; the cockpit, two wings, and the engines... each slowly turns red as you get hit in that area, so could the systems damage model be based off of that?
Jan 13, 2006 Shapenaji link
Yeah Phaser, I was wondering about that too. Clearly SOMETHING is keeping track of where you get hit, why not just funnel that info into some other algorithm?
Jan 14, 2006 CrippledPidgeon link
It'd be cool if your radars or targeting systems started to fizzle out on you, or your guns shoot more sporadically if they get damaged. Even have the turbo be more ragged and shake your ship around if your engines are shot.
Jan 15, 2006 icbm1987 link
Mmmmm... erratic turbo... great for running!
Jan 15, 2006 who? me? link
maybe half of your ship could be blown away, and the pilot would go flying out and you have to swim back to a station to get a new ship.
Jan 15, 2006 Dark Knight link
Here's a question:

In the current game, does the area where you get hit affect how much damage it does?

Example:

Jex Kerome is flying along through Sedina B-8.
Suddenly, LeberMac and MonkOfAkan pop out from behind a 'roid.
LeberMac fires a Neut III volley at Jex's cockpit that takes Jex's shields down to 50%.
Jex's HUD shows the cockpit area go to yellow.
MonkOfAkan fires a Neut III volley at the rear of Jex's ship.
Jex's HUD shows the rear area go to yellow.

The question is, what percent damage would/should Monk's volley do?

It stands to reason that as long as no part of your ship drops below the red, you should still be flying, and that what color one section of the ship is shouldn't affect how quickly another section changes colors, as long as the volley hits that 2nd section.

The current engine seems to base the damage on a simple Hit Point system. Again, as Phaser says, if the engine is already tracking which shots hit which areas, and what color those areas should be, why couldn't each area have a set of Armor Points, and so if, for example, a ship's cockpit dropped to 1/4000 points, the pilot could still take many more hits as long as none of them hit the cockpit.

This would add a bit more challenge to combat, but IMO, the whole "modular damage" thing would make more sense if it was limited to the larger ships. It wouldn't make much sense for a small ship (Cents, for example) to be able to take damage in the same number of locations as a Prom, or a Moth, or even a HAC.
Jan 15, 2006 fooz2916 link
First, Monk's volley wouldn't do any damage as ghosts can't fire neuts (right?)

I'd keep it simple (the way it is) for fighters, but capships should have a modular damage system.