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Let cargo in space be destructible

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May 04, 2016 Spedy link
Title pretty much says it all.
May 04, 2016 Luxen link
uhm, but wouldn't a ship's death kill its own items? or do the items spawn after the damage from the explosion is calculated? what if you are chaining bot kills?
May 04, 2016 biretak link
+1 and this has been discussed and embraced before. If you don't want hoban to be able to pick up his cargo after he goes boom in his moth, you should be able to target the cargo and blow it up!

INC and RAY, what holds us back from targeting and blowing up boxes?
May 04, 2016 Dr. Lecter link
It should be relatively high HP to prevent accidental destruction and a brief period of invulnerability after dropping with probably be wise, but +1 for added gameplay dynamics.
May 04, 2016 csgno1 link
When fighting over cargo I'd hate for it to be destroyed accidentally so make it tough
May 04, 2016 Savet link
+1
May 05, 2016 incarnate link
INC and RAY, what holds us back from targeting and blowing up boxes?

Well, mostly just implementing and testing, like everything else :).

I imagine it isn't super difficult to make cargo generically destructible, but there may be other ramifications.. like a detonating capship or Leviathan having a race condition where the explosion destroys the cargo or some such. Dropped cargo is spawned "after" the explosion, but it's kind of concurrently simultaneous, and it's never really mattered before. So.. my point is, we don't really know what the ramifications would be.

As Lecter says, a period of invulnerability might resolve that, but now you're getting into special case-code. So it kinda boils down to like..

"Destructable Cargo" = 1 hour of devtime.

+ Special case invulnerability = +4 hours of devtime.

+ Oh except there's that thing we forgot and now look it doesn't work right in these cases = +1 day of devtime.

And now all of a sudden you have a trivial feature that has added two days of development time. I don't have two days of time to spend right now, and I'm hard-pressed to come up with the hour, even, until the end of May.

But, I'll make note of the ask and put it on my list of "theoretically simple improvements we can try to make", which I'm caching up for the next little break in VR-development.
May 05, 2016 Sieger link
-1

One of the cool things in VO is cargo farming with a team of people. Usually we all gather at one point in a sector and try to "stack" the cargo for easier pickups. I don't want my stacked box of 50x Item X be ruined cause one of my dudes didn't pay attention and exploded himself and a bot on it.
May 05, 2016 Mi5 link
-1
May 05, 2016 The_Catman link
-1 Fine as is
May 05, 2016 Pizzasgood link
+1 so long as it has the temporary invulnerability Dr. Lecter requested, and so long as stacked cargo stack their HP as well to address Sieger's concern. A stack of 50 items should take 50 times as much damage to destroy as an individual item. This could be in either a total kind of way (stack of 50 remains a stack of 50 until 50x damage is done, then they all die at once) or in a decremental kind of way (stack of 50 becomes stack of 49 after 1x damage is done).

I also say that we should select a base amount of HP for a 1cu item, and simply scale the HP by volume (so a 3cu item takes 3x longer to destroy than a 1cu item). That way big capship parts would automatically have more health than smaller items, without the devs having to go through and assign individualized HP values to each item in the game.

(But to be clear, I don't consider destructible loot to be very important since it already dies on its own after 15 minutes. Destructible stations and asteroids are more important.)
May 05, 2016 Savet link
Simple solution to the explosion damage problem:

Make the cargo armor significantly higher than the explosion damage. This ensures it is not lost in explosions, but also ensures that it takes significant sustained fire to destroy the cargo.

Also, +1 to Rin's suggestion to volume affecting total armor.
May 07, 2016 abortretryfail link
There's way too many explosions in this game for this to make sense.

Destructible cargo would eliminate the mad dash and fight to recover valuable cargo if a pirate or enemy kills you, since all they'd have to do to ensure your total loss is kill the cargo before you can come back.

It would also make securing a cargo drop area with mines useless since the mine field will be more likely to destroy the cargo than to protect it by killing a potential threat.

-1
May 07, 2016 Luxen link
-1 to stackable armor for stacked items; even though individual items may be harder to destroy, they aren't what is being destroyed, its the crate holding them. a crate is a crate.
May 07, 2016 Savet link
Destructible cargo would eliminate the mad dash and fight to recover valuable cargo if a pirate or enemy kills you, since all they'd have to do to ensure your total loss is kill the cargo before you can come back.

Reasons this is false or misleading:

1. If the cargo is valuable enough to recover, there will still be a dash for the cargo. Pirates like bragging rights, so recovered capship parts are worth way more in gloat credits than destroyed cargo.

2. This gives the person losing the cargo a chance to deny it to others. If they can drop and destroy it, that might be preferable to them than to have it stolen and fall into other hands.

Gameplay will evolve as the game is changed in ways that make sense. Not being able to destroy something floating in space that you dropped makes no sense. We don't need to keep a broken mechanic simply for the sake of an such an infrequent combat scenario.
May 07, 2016 Pizzasgood link
"-1 to stackable armor for stacked items; even though individual items may be harder to destroy, they aren't what is being destroyed, its the crate holding them. a crate is a crate."

If I shoot a box from Amazon with a shotgun, my purchase will probably be ruined, but if I shoot the cargo container on the back of an 18-wheeler with a shotgun, the overwhelming bulk of the cargo will be fine. The amount of damage it takes to destroy 1cu of ore should not be the same as the amount of damage it takes to destroy 120cu of ore or 1000cu of ore. I don't really care if the game visually presents it all as fitting in the same sized box; that's just an abstraction. The mass, volume, and value of a stack don't get collapsed to that of a single unit, so why should the HP?
May 08, 2016 biretak link
Arf, nobody is going to blow up and iba, ffsa, fcp or even dropped moth load of sss. The type of things that would be beneficial to blow up would be unvalualbe commodities adn ores not all that near where they are needed, for example, a moth full of regular ss at the verasi wormhole since it's worthless there. Who wants to sit in a sector to make sure the player that exploded doesn't come back for a load that is worthless to you? It would be efficient to blow it up.

Sieger, it might be good for game play to have players make sure that what they want to keep gets stored in a ship if they consider it valuable. Sometimes during long hive skirms for drops, I wish I could just shoot all the junk I don't want so there is less stuff floating around all over the place. I tend to put the drops I want in my ship anyways because I've had drops I've wanted time out recently.

Rin has the right idea about a larger drops of more cu requiring more effort to destroy.
May 08, 2016 csgno1 link
Arf, nobody is going to blow up and iba, ffsa, fcp or even dropped moth load of sss.

Maybe you don't plan to do that, but saying it won't happen is silly.
May 08, 2016 abortretryfail link
Nobody? I would; so would most of ONE, I reckon. Ever heard of "scorched earth?" Outside of national conflict, there's plenty of greifers who would do it just to rattle someone's cage.

I'm not saying it doesn't make sense to make cargo destroyable. I'm saying it won't improve gameplay.
May 08, 2016 biretak link
ok, arf and harpo, saying it wouldn't happen is probably silly. But, I agree with savet... that grabbing the valuable loot is more fun and carries bragging rights. Either way, having the option to blow it up is strategic, too.