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Hypothetical Scenario: Sub-System failure upon hull damage - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Hypothetical Scenario: Sub-System failure upon hull damage (/showthread.php?tid=73874) Pages:
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Hypothetical Scenario: Sub-System failure upon hull damage - Fletcher - 01-30-2012 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? Hypothetical Scenario: Sub-System failure upon hull damage - Lunaphase - 01-31-2012 As long as ships remain armor-tanks instead of sheild tanks, this would just hurt anyone in somthing larger than a sabre. Snubs going evasive can never be hit sometimes. Larger ships do not have that option. Hypothetical Scenario: Sub-System failure upon hull damage - farmerman - 01-31-2012 I like the idea. There is a lot of interesting potential. Along those lines, what about some kind of missiles that did almost no damage but were especially good at damaging certain subsystems? Like a missile with a payload of bad nanobots intent on eating up your circuitry? ' Wrote:As long as ships remain armor-tanks instead of sheild tanks, this would just hurt anyone in somthing larger than a sabre. I would think that larger ships would have backup and redundant extra systems in place to ensure such things don't happen, but small ships don't have the opportunity to have that. Hypothetical Scenario: Sub-System failure upon hull damage - Hone - 01-31-2012 Dont we already have this with the "components" that can be blown off, like eagle and defender wings and such? dont those have weapons on them, so if you blow them off they lose weapons? Hypothetical Scenario: Sub-System failure upon hull damage - Fletcher - 01-31-2012 The damage I'm portraying is that of it being temporary or just hindering during combat as opposed to being completely destroyed. Hypothetical Scenario: Sub-System failure upon hull damage - Narendran87 - 01-31-2012 nice idea.. Hypothetical Scenario: Sub-System failure upon hull damage - Friday - 01-31-2012 Even old Wing Commander had this concept implemented. I can't believe they never retained it with Freelancer! Hypothetical Scenario: Sub-System failure upon hull damage - SparkyRailgun - 01-31-2012 ' Wrote:Dont we already have this with the "components" that can be blown off, like eagle and defender wings and such? dont those have weapons on them, so if you blow them off they lose weapons? This. Discovery should make greater use of component-based combat, IMO. Hell, most mods should.:P Hypothetical Scenario: Sub-System failure upon hull damage - Fletcher - 01-31-2012 ' Wrote:This.There were ships with destroyable components, or at least destroyable hull components. If memory serves it war removed due to lag issues and for balance purposes since 'community-made-ships' did not contain destroyable pieces. Freelancer engine screams rape when you introduce a rushed model. Hypothetical Scenario: Sub-System failure upon hull damage - Klaw117 - 01-31-2012 ' Wrote:Even old Wing Commander had this concept implemented.My thoughts exactly. |