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Well, this would massively favour bomber v. capital combat as opposed to capital v. capital combat. Bombers can zip in for quick surgical strikes and specifically aim for a component. Battleships, large one specifically, do their damage by hefting large amounts of fire at the enemy ship's hull. Battleships don't do precision, and do do combat at ridiculous ranges with massive amounts of brute force.
Battleship against battleship would quickly become insanely tedious. "Yay, his shields are down... Oh, I missed his engines. Oh, I missed his engines. Oh, I missed his engines."
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Mephistoles
in theory it is a good idea - but it would need adjustments... for example:
- capship vs. capship - they do so much damage that they CAN damage the hull
- bomber vs. capship - they don t do much damage, but can aim for subsystems
to achieve that: boast capship armour to ten times that much - reduce subsystem armour - so that a supernova only scratches the armour but can destroy a subsystem quite easy. - increase the damage of primary warship batteries and special weapons.
problems:
- that means that the same increase primary weapons can much easier insta smaller ships ( not really a huge problem as they already can - sort of )
- some battleships have very easy to spot and shoot parts, others don t ( diversity is good - but in some cases its plain unfair when a warship "hides" its parts too weall )
- most hitboxes are not precise enough to allow aiming for subsystems! - they are good enough for a ship to ship combat - but far from being professional.
example:
the liberty dreadnought is 25% engine - so one would assume that 25% of it is a subsystem, also its bridge is quite visible - and sticking out.
the zoner juggernaut has a prominent bridge, but its engines are protected in the middle of the ship - much harder to hit.
the AI cruiser has no bridge! - and its small engine is also hidden in the inside.
those three just show how hard it would be to balance it all - even IF we had perfect hitboxes.
' Wrote:in theory it is a good idea - but it would need adjustments... for example:
- capship vs. capship - they do so much damage that they CAN damage the hull
- bomber vs. capship - they don t do much damage, but can aim for subsystems
to achieve that: boast capship armour to ten times that much - reduce subsystem armour - so that a supernova only scratches the armour but can destroy a subsystem quite easy. - increase the damage of primary warship batteries and special weapons.
problems:
- that means that the same increase primary weapons can much easier insta smaller ships ( not really a huge problem as they already can - sort of )
- some battleships have very easy to spot and shoot parts, others don t ( diversity is good - but in some cases its plain unfair when a warship "hides" its parts too weall )
- most hitboxes are not precise enough to allow aiming for subsystems! - they are good enough for a ship to ship combat - but far from being professional.
example:
the liberty dreadnought is 25% engine - so one would assume that 25% of it is a subsystem, also its bridge is quite visible - and sticking out.
the zoner juggernaut has a prominent bridge, but its engines are protected in the middle of the ship - much harder to hit.
the AI cruiser has no bridge! - and its small engine is also hidden in the inside.
those three just show how hard it would be to balance it all - even IF we had perfect hitboxes.
Well, yeah, but I figured that it'd make engaging each capship unique in it's own way, even if it makes them quite easy to destroy (or not). <.<;;
And yes, I can't do modelling for jack, so I don't know how hitboxes work, sorry. All I can do is follow a bandwagon and go ''OMG HITBROX IS BORKEN FIX!!!111ONE!''
' Wrote:Its good idea but:
-It needs whats Jinx said
-Is it possible to implant it into game? I don't think engine of game would support something like subsystems.
It already does, you can already shoot off guns/thrusters/etc, and even parts like wings.