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Capital ship explosions - Printable Version

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Capital ship explosions - Banned player t202085 - 05-18-2018

Have gunboats and up do a reasonable amount of damage to all targets within range of their final explosion.

The damage should be mostly hull focused as it would be caused via shrapnel and remnant energy isntead of specialised anti-shield weapons.

First draft proposal numbers:
Shield damage = 1/20th of total hull
Hull damage = 1/10th of total hull

So upon death a 100,000 hull (total) ship would do:
10,000 hull damage
5,000 shield damage

This would be enough to have most people concerned but not ruin your day by having people suicide bomb you.

Range:
The range should ideally be within 1k, this might seem a little large but an object in motion stays in motion...... so bits of flying metal could realistically travel much farther.

The real reason for this though is so that pilots "going down" with their ship will have enough space to not have to risk bumping enemies to deal their final blow.

Ship classes:
I think the game already does a great job of showing how larger vessels go down, once the hull is empty it's not an instant pop. This should be applied to all ships that have the lasting death animation.


RE: Capital ship explosions - Karlotta - 05-18-2018

In a game that leaves players their ship and unlimited lives upon destruction, isnt the realistic game mechanic of explosion damage going to lead to unrealistic player behavior?


RE: Capital ship explosions - Banned player t202085 - 05-18-2018

(05-18-2018, 02:31 AM)Karlotta Wrote: In a game that leaves players their ship and unlimited lives upon destruction, isnt the realistic game mechanic of explosion damage going to lead to unrealistic player behavior?

Of course, that's why I haven't suggested that the result be realistic. A capital vessel exploding would launch shrapnel at high speeds for an extremely long distance. Also, there are a ton of other irrelevant arguments about fire and explosions in space. So I hope that answers your question/statement if it doesn't please be more specific.


RE: Capital ship explosions - Greylock - 05-18-2018

That would be nice, especially if something like this were included with it.


RE: Capital ship explosions - Kazinsal - 05-18-2018

I could have sworn they actually did do damage at some point.


RE: Capital ship explosions - Banned player t202085 - 05-18-2018

(05-18-2018, 02:39 AM)Greylock97 Wrote: this were included with it.

Well, in that situation the two capitals on the gate were previously untouched, so what I'm proposing would just damage their shield slightly not quite blow them up Smile


RE: Capital ship explosions - Greylock - 05-18-2018

(05-18-2018, 02:43 AM)Silverlight Wrote:
(05-18-2018, 02:39 AM)Greylock97 Wrote: this were included with it.

Well, in that situation the two capitals on the gate were previously untouched, so what I'm proposing would just damage their shield slightly not quite blow them up Smile

I was referring to the large number of explosives that Walker had on board his ship.

Essentially, I want any explosive munitions to blow up as well. It would give everyone a good reason to keep their distance in cap fights.


RE: Capital ship explosions - Banned player t202085 - 05-18-2018

Boop


RE: Capital ship explosions - SnakThree - 05-18-2018

(05-18-2018, 02:39 AM)Kazinsal Wrote: I could have sworn they actually did do damage at some point.

I do remember some people getting downed while near cap explosions in the past.


RE: Capital ship explosions - sindroms - 05-18-2018

We had this in the past. It was swiftly removed.