make excess damage bleed over - 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: make excess damage bleed over (/showthread.php?tid=113861) |
make excess damage bleed over - lIceColon - 03-28-2014 Excess damage on the shield bleeds over to hull damage at 1/3 extra damage, for a maximum of half the ship's hull. Alternative: The bleeding damage is limited to half the ship's existing hull so you must kill the enemy while his shields are down. optional rule: to prevent small ships from being vaporized too quickly, vanilla playable ship classes (LF to freighter) could be exempt from damage bleeding case study Wrote:Scenario 1: A battletrans is attacked solves repair ship shieldrunning problem among other things RE: make excess damage bleed over - SnakThree - 03-28-2014 No. There is technique where you can shieldblock the damage. Find a way to prevent this from being abused, instead of taking away skill-based game mechanic. RE: make excess damage bleed over - lIceColon - 03-28-2014 what if the bleeding damage was limited to half the ship's existing hp instead? so you can weaken an enemy by shield bleeding but you must kill them when their shields are down. RE: make excess damage bleed over - SnakThree - 03-28-2014 (03-28-2014, 12:08 PM)lIceColon Wrote: what if the bleeding damage was limited to half the ship's existing hp instead?It's not as easy to balance as you imagine. There are nukes used in combat, there are SNACs being soaked up on shields with good timing. To fix repair ship, one should only lose it's shield batteries. Way easier solution than your whole balance overhaul proposal, it would seem. RE: make excess damage bleed over - lIceColon - 03-28-2014 as you said, skill. I'm sure you can adapt if this were implemented. besides, nerfing repair ships too much just defeats their purpose in the first place, after all the b/bs are pretty much its only perk. RE: make excess damage bleed over - t0l - 03-28-2014 Hitting a cruiser with three massive Heavy Mortars would kill it, but no, it's magical kinetic barriers blocked the entire blast from three of the most powerful weapons known to mankind. I'm in favor of this shtuff. RE: make excess damage bleed over - Mephistoles - 03-28-2014 If it ain't broke, don't fix it. RE: make excess damage bleed over - Binski - 03-28-2014 I've also had some 'Huh??' moments when you fire a weapon at a ship that would normally do enormous damage, but that tiny bit of shield they have left somehow 'absorbs' the whole thing. If a shield has only 10% capacity left and you're hit by a snac or nova, it shouldn't just only effect the shield. How would it be possible to deflect the entire amount of energy of the weapon, when it would have been overwhelmed right off the bat? I am in favor. And at the very least on NPC's since you can get stuck on one forever over its ability to get back the slightest bit of shield power. RE: make excess damage bleed over - lIceColon - 03-28-2014 (03-28-2014, 02:11 PM)Mephistoles Wrote: If it ain't broke, don't fix it. if it is in a state that has LOTS of room for improvement then it might as well be broken RE: make excess damage bleed over - Syrus - 03-28-2014 For a moment there I thought you meant making shields only absorb a part of the damage while the hull still takes some damage. I'd have aplauded such an idea. Like 1/5th of the damage dealt to the shields is also received by the hull or something... But your idea here has a massive flaw: SNACs will just insta every fighter then. I don't like it. |