Yeah, otherwise it simply does not make sense. No matter how close you are to the explosion, you can only lose your shield.
Make caps detonate twice in a rapid fashion, allowing to wipe out any snub unfortunate enough not to keep tabs on his surroundings.
The explosion radius depending on the amount of ammo onboard.
LNS-Yalalalalala
Add a proper self-destruct command, ofc.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Increasing the explosion radius would be more along the ways of how I think it could be made more dangerous. Often I was pretty close to an exploding cap and nothing happened to me.
I think the double explosion is too much though, unless the first explosion is a much "weaker" one, so that only people with shields low would die. I don't think someone with full shields should instantly die close to the cap, but a bomber who's shields just popped up again or who's shields are low could be killed.
So, more like a first weaker explosion, and a second (final) explosion which does a lot of damage in a certain radius. (Can't it be done like with missiles/torps/mines? Or is the damage calculated that way already? The closer you are, the more damage you receive?) The big explosion should be able to take out shields of GBs which are very close to the exploding BS for example...
Anyway, just some thinking. I think two strong explosions would be too much.
How about a series of small explosions then? Occuring every two seconds, when the ship tears itself to bits. Each explosion would be somewhere half the strength of a nukemine. This would allow the snubs a chance to get out, if they are fast enough, but punishes them for being there in the first place.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Well, I thought about repeated explosions as well...But I think the final big explosion has much more of a shocking effect, think of it like the core exploding.
Many smaller explosions might also strain the server a bit more...
Hm...maybe the first explosion could even be like an "anti-shield" explosion, which occurs once the ship's hull is at 0, and then the final one happens when the ship finally "disappears".
GBs also take some time to explode, right?
I think transports should act that way as well...
Could add a Flak effect as well, knocking ships around and such.
First explosion is the moment the reactor fails, causing a massive EMP burst, deshielding nearby ships and perhaps even knocking energy out for those already shieldless. Then come the small explosions, every, say, five seconds. Then the big boom.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Reminds me of the SP mission where Walker blew himself up and 2 BS with a huge load of mines.
That would be an awesome thing though nonetheless. Reactor fails, EMP. Series of small explosion and then KABOOM.
more dangerous explosions that forces fleets to scatter upon an immediete capital ship death is already put into a ticket on the dev trac - and to be discussed