Forums » Suggestions
Critical Hit!
So, you’ve clearly won the fight and are coming in for the kill shot when the other guy gets a lucky one off and you lose your maneuvering capability. The guy you were about to kill ends up being the victor. This may be to complex to implement but I was thinking it would be a roll chance on certain hits on particular parts of the ship that if hit ‘critically’ a system would fail or may cause twice as much damage from some internal secondary explosion. System failure could be anything from targeting to jump ability to weapons. The critical hit chance could be higher on prototype ships or maybe an interesting way to make an x1 or a prom easier to take out. Just a thought to make things more interesting…
I was thinking it would be a roll chance
Ha. Thanks for playing.
Ha. Thanks for playing.
I disagree with the "roll chance" thing, but it would be cool if some time in the future ship damage was less complete health bar and more actual ship damage. Some spots would contribute less to the popping and more to the debuffing, some armored spots will receive more damage after being hit a few times, etc. Complete system failures should never happen, though... only statistic reduction. And really... "no roll chances in combat" is basically the selling point of VO lul.
Randomness in combat beyond the spread inherent in certain weapons is very un-VO. Subsystem damage is a topic that has come up a few times, and most people seem to think it's a good idea, but not a priority.
Uhm. No virtual dice please.. this would just ruin the game of skill we all love.
In short, lern2aim, lern2dodge, and get out there and practice if you want things to get easier for you.
In short, lern2aim, lern2dodge, and get out there and practice if you want things to get easier for you.
Not saying I don’t like the skill aspect of the game. Just saying it would be like many real world situations were one person is clearly more skilled but do to unforeseen circumstances and no fault of his own, the underdog comes out on top and not necessarily due to his ability. Maybe a roll chance is not the best way to capture this idea but since this is a space FPS I was thinking more along the lines of what a ‘head shot’ might be. Obviously being shot in the head has somewhat different effect than being shot in the foot…
Head-shots in FPS work this way: Hit an area of the enemy designated as 'critical area', usually small or well-guarded. This requires skill more often than luck (the latter enters upon it automagically, by the way).
And head shot get *VERY* annoying when playing a skilled player that has been practising for years to make EVERY shot a head shot.
Not counting those who use an aimbot, yes.
But still, it's based mostly on skill, and not luck.
But still, it's based mostly on skill, and not luck.
* LeberMac aims and rolls d20 *
Natural 20!
* toshiro's head asplode from LeberMac's rail shot from 1500 m *
A voice from space exclaims...
"HEADSHOT! LeberMac is... Godlike"
P.S. Yeah bad idea
Natural 20!
* toshiro's head asplode from LeberMac's rail shot from 1500 m *
A voice from space exclaims...
"HEADSHOT! LeberMac is... Godlike"
P.S. Yeah bad idea
heh, I guess when you put it that way... =P