01-30-2012, 10:54 PM
After having a few rounds in World of Tanks and Battlefield 3, it got me thinking about some combat in Disco.
With all the weapons at our disposal, it all comes down to simple mathematics. If your weapon reduce the enemy health to zero in one hit, combat is going to drag on for quite some time. Especially in bomber-snub combat with the lower end weaponry. Unless the bomber has good aim, but I digress.
Let us hypothesize that there is a new FLHook feature that introduces sub-system 'hidden' damage.
With every blow to the ship there will be a hidden chance or 'roll' in regards to damage to critical systems, the more powerful the blow, the higher the chance of critical damage. The higher the weapon damage, the higher the chance for critical damage to systems of the victim's ship. This way, the attacker has a chance to inflict lasting damage to the ship without having to worry about nanobots too much.
In my mind, nanobots are excellent at repairing the damage to the hull, but they can only do so much to more complicated machinery and systems, coupled with the fact that they can't possibly plug up a huge hole inflicted by a torpedo instantly. This scenario would add to the 'realism' in a sense without their removal.
Keep in mind that the systems damaged will repair in time, but never back up to full strength, reflecting that critical damage needs actual full repairs or replacement parts that nanobots can't provide in space, at least, without appropriate materials.
Here is a short list of what could get damaged:
So people, how do you think combat would change if 'true' sub-system damage was introduced into the game?
With all the weapons at our disposal, it all comes down to simple mathematics. If your weapon reduce the enemy health to zero in one hit, combat is going to drag on for quite some time. Especially in bomber-snub combat with the lower end weaponry. Unless the bomber has good aim, but I digress.
Let us hypothesize that there is a new FLHook feature that introduces sub-system 'hidden' damage.
With every blow to the ship there will be a hidden chance or 'roll' in regards to damage to critical systems, the more powerful the blow, the higher the chance of critical damage. The higher the weapon damage, the higher the chance for critical damage to systems of the victim's ship. This way, the attacker has a chance to inflict lasting damage to the ship without having to worry about nanobots too much.
In my mind, nanobots are excellent at repairing the damage to the hull, but they can only do so much to more complicated machinery and systems, coupled with the fact that they can't possibly plug up a huge hole inflicted by a torpedo instantly. This scenario would add to the 'realism' in a sense without their removal.
Keep in mind that the systems damaged will repair in time, but never back up to full strength, reflecting that critical damage needs actual full repairs or replacement parts that nanobots can't provide in space, at least, without appropriate materials.
Here is a short list of what could get damaged:
- Engines - If damaged, engine damage can be reduced up to 50%, and cruise engines disabled until repaired.
- Thruster - Obviously the thruster efficiency will drop, and may even be temporarily disabled until repaired.
- Powerplant - Damage to this system will inflict huge regeneration penalties as well as capacity, although due to the well shielded nature of the core itself, damage should be rare.
- Shield Generator - The shields will be either disabled for some time, or merely regenerate much more slowly, even to the point that dropped shields won't return for a far longer period of time.
- Targeting sensors - This will cause the weapons to shut down for a short period until the weapons can reactivate themselves.
- Manoeuvring Thrusters - Simply put, the ships agility will be affected, again their shielded nature in the ships hull would reduce damage compared to other systems.
So people, how do you think combat would change if 'true' sub-system damage was introduced into the game?