Disabling ships (temporarily) - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Disabling ships (temporarily) (/showthread.php?tid=21264) |
Disabling ships (temporarily) - ProwlerPC - 06-01-2009 ' Wrote:How about making it only work when the ship is below X% of health, like you did along with King in the SP campaign, only now it would require a missile being shot from your CD slot. /signed So simple, logical and follows RP from in-game. I feel silly not realizing it before heheh. Disabling ships (temporarily) - Eppy - 06-01-2009 I think that was a script, so it won't work in MP... Disabling ships (temporarily) - hribek - 06-01-2009 ' Wrote:Would be abused in PvP, I'm sure. Concept is great for role-play, but in effect, it won't look too good. Well, why are you sure? Could you define "abuse"? I think the word abuse is being, well, abused when it comes to new ideas, that's why I'm not telling the specifics, because they are subject to change. I could say that for every feature of every game there is someone who will find a way to abuse it. Yes, it doesn't look good. But do we want to let that restrict our possibilities? Perhaps we could make it constructive and think of a way that would be acceptable? Edit: oops, missed last few posts. Anyway: The means of disabling the target ship are not the issue. It can be done in a sensible way. What we need to consider are the effects - some people say it's unfair that someone is left stranded or that this is a complete fail just because someone would disable other ships for fun. What I'd like to know is if it's such a big fairplay problem that we can't afford to implement this. Disabling ships (temporarily) - Nightmouse - 06-01-2009 ' Wrote:I think that was a script, so it won't work in MP... I didn't mean the same mechanics used in SP, it was just an example. I think it might be possible using FLhook scripting to get about the same effect, only requiring a special CD launcher along with missiles. Disabling ships (temporarily) - hribek - 06-01-2009 ' Wrote:Well, there is targeting the engines. I haven't patrolled in awhile but I had taken the idea from someone else to knock out the engines of the Smugglers who prefer death to fines. With the engines down and me escorting nearby with CDs the poor bugger can choose to impulse it to a friendly base, start RP'ing or log out...ouch. Fighting the smaller ships, chances are another component will absorb the shot. But I guess that's what ballistics are for. Maybe I oughta start using them. You can lose impulse & cruise ability altogether. it can be repaired at the closest base. You can still turn, strafe, dock with gates/lanes/bases ... and ask someone for a tow. If this isn't good enough, maybe it could be set to restore your impulse & cruise ability after a set amount of time. Losing thruster is completely optional, so you can be able to still move on thruster (which is 120 m/s for fighters, 70 m/s for gunboats and 60 m/s for transports and cruisers). By tow, i mean: you can get rammed by another ship while in engine kill - that can speed you up a lot ... or it's possible tomake heavy lifters or repair ships hae "impulse guns" that when fired at a ship in enging kill will push the ship. Disabling ships (temporarily) - MarvinCZ - 06-01-2009 Really, forget the means for now. They would be sensible. Not 'unfair' - it would take at least the same effort as killing the ship, but you could choose to try just disabling. What we really want to hear is: What would you say about the ability to keep a ship with only strafing + docking (TLs/JGs/Bases) or maybe Thruster too. Just what Hribek said in his last posts. Would it be too cruel? Would it be fair? Tell us. Disabling ships (temporarily) - Doom - 06-01-2009 i don't know why but i think it would be annoying to say the least...and it would reduce gameplay considerably... but that's just me...i like easy smooth game play with not too much things that i must consider before i even launch to space...i play this for relaxation.... To be honest this idea will be met with great enthusiasm and then, once implemented, it will produce hell of complaints...just like dynamic economy would... The fact we all must realize that from developers stand point this is an adventure, but in this we forgot one major balance issue. And that is balance between complexity of the game and playability. Why simulators are not very popular despite their great simulation of every single aspect of certain area (like airplanes or trains)? Raising complexity repels casual players that represent majority in the gaming world. Disabling ships (temporarily) - tansytansey - 06-01-2009 ' Wrote:I think that if you can immobilize a ship for a minute or two, it gives you a better chance to exchange something different than gunfire.Sorry, I have to disagree with this idea. We don't need to introduce game-mechanics to make up for roleplay. Roleplay is already offered as a substitute, and although it is unfortunate that some choose to ignore it, we cannot bend them to our will through use of game mechanics, especially when those of us that like to roleplay suffer also. Also, if an Ion/Emp torpedo hit your ship, I'd imagine instead of being stopped instantly it would enter a sort of "engine kill" and continue to drift at the same speed in the same direction as when you hit it. Disabling ships (temporarily) - Ash - 06-01-2009 No, Just......no. Disabling ships (temporarily) - Axe Zye - 06-01-2009 Well in vanilla FL campaign there were indeed alot of people shouting 'take out their engines' in random occasions and i would wonder 'how?'. Other than in cinema's, this feature was never really added. Obviously this idea has alot of RP potential. If you COULD actually take out the engine you could have all kinds of hostage situations. However. in alot of cases people might actually do this to annoy others rather than add a RP dimension (As they aren't allowed to F1, you can disable them and just be a standard bully for no real reason at all). But really, wouldn't it make sense that at severe damage, your cruise, thrusting or steering would actually start to act groovy and eventually stop altogether. |