Forums » Suggestions
targeting specific points on a capship and station y/n?
the idea would be once you take down the shield you could say target the bridge and if destroyed the cappie would stop firing and the engines would turn off and it would just drift. Or you could target some part of the rear engine to slow it down. or destroy the nav sensors so it cannot jump holding it ransom until it is repaired.
I haven't put much thought into the station idea but maybe if you destroyed like a cargo hold those widgets would drop (the idea being that stations have a shield that is dropped once enough turrets are destroyed) Or targeting a stations repiar facilities.
I don't know how difficult this would be but we can already target turrets. So couldn't a "turrets" death just be linked to something like a jump ability?
I haven't put much thought into the station idea but maybe if you destroyed like a cargo hold those widgets would drop (the idea being that stations have a shield that is dropped once enough turrets are destroyed) Or targeting a stations repiar facilities.
I don't know how difficult this would be but we can already target turrets. So couldn't a "turrets" death just be linked to something like a jump ability?
No idea how difficult this would be to implement, but its an incredibly awesome idea. If it can be done, it should be implemented.
Yeah, I've always wished this was possible in VO
I like this idea. +1
Two new quasi-turrets, bridge/sensors and engines. Kill the bridge and it can't jump, kill the thrusters and it can't move.
Two new quasi-turrets, bridge/sensors and engines. Kill the bridge and it can't jump, kill the thrusters and it can't move.
If capital ships become capturable, like stations, damage should be persistent and should cost the capturer. That way more precision when capturing will be necessary.
aye well of course tosh it doesn't make sense to capture something and have it magically be at 100 percent health
heh the best idea pey has had yet
+1
+1
Yup. Old idea. We'll do it eventually.
Aye. This is one of those features I've been looking forward to for a long time.
Targeting sensors, engines, etc? Hell yes.
Targeting the bridge? On a Trident, maybe, but I've yet to discover a ridiculously exposed command deck on anything else (and even then, it might just be an observation deck). Doesn't make any sense to me to put the CIC anywhere but deep within the hull on any combat hull much larger than a fighter.
Targeting the bridge? On a Trident, maybe, but I've yet to discover a ridiculously exposed command deck on anything else (and even then, it might just be an observation deck). Doesn't make any sense to me to put the CIC anywhere but deep within the hull on any combat hull much larger than a fighter.
Well, yeah, I agree about the bridge. Ideally it should be possible to disable engines, jump drive, shield generators, etc though.
have you not seen any sci fi movie ever vIsitor everyone knows you put the most important people in a room full of windows that is sure to get hit by a laser so they can get sucked out into space.
maybe rail pellets should be the only thing able to pierce the bridge, or other internal systems like sensors, navagation. also these things should self repair after a while, provided you don't knock out the bridge, that should make it almost dead in the water, no weapons, i mean a real limper.
My two cents. All major capships would have redundant backup systems. Just like in "real world examples" like aft steering, engine room controls, etc. There is a reason that you have these in modern warships, and I cannot see why they would not carry on to the game.
vskye that is a valid argument. I based this suggestion on classic sci fi senarios. I like LNHs suggestion and it is actually more along the lines of what i was thinking of. For example the bridge would have to sustain fire from energy weapons which means making ones self more vulnerable to attack. Also the target would be small enough to make this realistic and to prevent swarms for hurting it
Reminds me of FreeSpace 2. Good times. I'll throw my vote in here.
As for Vskye's comment... maybe more "major" systems (say, anything that isn't a turret) would have two (or more) targets which needed to be destroyed instead of just one. Of course, HP would need to be reduced by a small factor for each target added as to not make the redundancy horribly annoying (it should be annoying, just not horribly so)... but yah, the details aren't hard to hammer out here.
As for Vskye's comment... maybe more "major" systems (say, anything that isn't a turret) would have two (or more) targets which needed to be destroyed instead of just one. Of course, HP would need to be reduced by a small factor for each target added as to not make the redundancy horribly annoying (it should be annoying, just not horribly so)... but yah, the details aren't hard to hammer out here.
Ok, I can see some good things coming from this. We could even expand on this at some point. Say you take out a vertical thruster or something, which puts the ship into a spin or such. It could be a random event based on damage to certain ship equipment / components.
Not quite sure why you want this on the station, but the overall idea for the cappies is good.
If you play Red Orchestra the WWII tank battle game you will find it includes numerous weak points on various tanks as well as different types of warhead and shaped charges. And the models are on a much smaller scale than you would find in a large capital ship or station. Just remember the last battle scene in Star Wars hitting the exhorst port.
J
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Something like this is essential for station capture mechanics. This way a sation can be captured by fighters instead of bombers. The fighters vs bombers system we have now just isn't fun.
Here's a link to my Breach the command module version of this idea:
http://www.vendetta-online.com/x/msgboard/3/22652
Here's a link to my Breach the command module version of this idea:
http://www.vendetta-online.com/x/msgboard/3/22652