In the past few days I have been developing this set of ideas that revolve around block damage. There are three different concepts here , but all revolve around how damaged a block is:
1 - Visual indication
First, maybe easiest to apply, blocks that had take damage should show just that. If you imagine the (unlikely and possible) scenario where all the exterior blocks of the ship had taken damage to get its Hp to just one, the whole ship exterior would be one sneeze away from shattering into dust. Yet, it all looks pristine.
My suggestion would be to add masks of different types of damage to the blocks, that vary in number/type/density with how low in HP that particular block is. We could have cracks in the plating, scorched stains, missing plates and ambers/fires underneath the surface. Here are some examples of damage on ship surface that could serve as inspiration:
If someone could resize these images I would thank you :) )
This way we could tell which blocks are more damaged and, more importantly, I believe it would lead to an increase in the visual appealing of the game.
2 - Decreased performance with damage
If you attack an engine block and it takes damage, it is almost safe to assume its integrity has been compromised. If so, its effectiveness (in thrusting the ship forward) is also compromised. This is an example that may apply to most blocks. I would suggest to make the effect of some blocks proportional to their health. Which ones? well, pretty much all functional blocks with exception of cargo blocks maybe. if it is 50% of hp, it enacts half its effect.
Furthermore, this could be further refined to a separate stat of the block, separating its functionality as a separate "hp". Why? because this way some weapons could have different effects on blocks. for example those that have bonus damage to shields (plasma weapons for example) would damage the block hp for 100% of its damage, and for, say, 150% its functional, making it possible to disable blocks and not destroying them. this is handy if you want to board ships for example, or to stop them in place.
3 - Blocks "volatility"
The third part of my suggestion is in adding a block property, "instability" or "volatility". In a simple way, when a block that is volatile explodes, it would damage nearby blocks by a percentage of its HP. there could be different levels, for example "lightly volatile", "volatile" and "highly volatile", which would deal, say, 50%, 100% and 150% of its HP in damage to surrounding blocks when exploding.
Energy containers and generators would be for example highly volatile, engines volatile and integrity gen lightly volatile.
In my opinion, these three changes could make the make more appealing visually, would make ship design more interesting and challenging and add new strategic elements and options to the war faring shipmen in the game. fell free to add your suggestions and comments :)
Suggestion
gn_leugim
Hi there again (after a long break).
In the past few days I have been developing this set of ideas that revolve around block damage. There are three different concepts here , but all revolve around how damaged a block is:
1 - Visual indication
First, maybe easiest to apply, blocks that had take damage should show just that. If you imagine the (unlikely and possible) scenario where all the exterior blocks of the ship had taken damage to get its Hp to just one, the whole ship exterior would be one sneeze away from shattering into dust. Yet, it all looks pristine.
My suggestion would be to add masks of different types of damage to the blocks, that vary in number/type/density with how low in HP that particular block is. We could have cracks in the plating, scorched stains, missing plates and ambers/fires underneath the surface. Here are some examples of damage on ship surface that could serve as inspiration:
If someone could resize these images I would thank you :) )
This way we could tell which blocks are more damaged and, more importantly, I believe it would lead to an increase in the visual appealing of the game.
2 - Decreased performance with damage
If you attack an engine block and it takes damage, it is almost safe to assume its integrity has been compromised. If so, its effectiveness (in thrusting the ship forward) is also compromised. This is an example that may apply to most blocks. I would suggest to make the effect of some blocks proportional to their health. Which ones? well, pretty much all functional blocks with exception of cargo blocks maybe. if it is 50% of hp, it enacts half its effect.
Furthermore, this could be further refined to a separate stat of the block, separating its functionality as a separate "hp". Why? because this way some weapons could have different effects on blocks. for example those that have bonus damage to shields (plasma weapons for example) would damage the block hp for 100% of its damage, and for, say, 150% its functional, making it possible to disable blocks and not destroying them. this is handy if you want to board ships for example, or to stop them in place.
3 - Blocks "volatility"
The third part of my suggestion is in adding a block property, "instability" or "volatility". In a simple way, when a block that is volatile explodes, it would damage nearby blocks by a percentage of its HP. there could be different levels, for example "lightly volatile", "volatile" and "highly volatile", which would deal, say, 50%, 100% and 150% of its HP in damage to surrounding blocks when exploding.
Energy containers and generators would be for example highly volatile, engines volatile and integrity gen lightly volatile.
In my opinion, these three changes could make the make more appealing visually, would make ship design more interesting and challenging and add new strategic elements and options to the war faring shipmen in the game. fell free to add your suggestions and comments :)
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