Originally posted by Flaser
What I meant about the 'huge', 'superca' and ect. flags is that I don't like the system at all.
What do we want?
- Big Ships should have a fair toughness
- Big Guns should counter that
- Small Ships shouldn't be able to just take down a ship that though
My problem is that all these flags jsut circumvent the problem instead modeling things properly.
I already posted a damage model a while ago that could solve the trouble:
Armor treshold/resistance
Each ship should have an armor treshold, so it would substact a certain amount of damage from each shot it recieves. Bigger ships have better armor, so a better treshold.
The armor also has a resistance factor - it tells how much would the armor recieve from the damage. So an armor with 20 resistance will take 1/5 of the damage that remains after the treshold was substracted, and the ship's hull will only recieve 4/5 of the damage.
Thereby a big ship can brush of weapons without a real punch, meanwhile it also has a resistance to indicate its toughness when you DO hit it with something of a puch. [/B]
But the hull strength metric
includes armor. Otherwise one shot from a BGreen in the right place would take down the Colossus.
Originally posted by Lightspeed
thats what makes it fair. Either you have high firepower, or you can only mount one weapon. Ulysses can use Morn / Kayser or any other combos whereas thoth is limited to _one_ weapon.
It's meant to be like that, and changing it would unbalance FS2 a lot.
Like I said, the advantage of mounting multiple weapons is marginal at best. Really, how often do you mount different weapons on each bank on a fighter with 4 gun mounts? I know I don't do that very often. Occasionally you need an SDG to disable something, but that's rare.
I know it's meant to be like that. I'm saying it's the Wrong Thing.
Originally posted by StratComm
Well, if you were to mount a beam on that turret, then there could be issues with power. Even a Maxim continually firing is noticable though, especially if you have power diverted for other reasons.
Eh, not really. The power consumption on one AAAf (with power consumption set proportionately based on damage, the fact that it's a beam, etc) isn't really noticeable. Of course, I mounted it on a bomber class I called 'GTB Ursa Adv.' which has a power output of 7, which is a bit high for a bomber (fighters usually have around 2 to 4), but then again, the Ursa is huge and slow, so there's plenty of room to put a nice powerful reactor in it. I also did up a 'GVB Osiris Adv.' which carries a decently sized reactor (power output of 5, I think) but it mounts
two AAAf. With both of them firing (at different targets, I might add), the power consumption gets a bit noticeable, but still not really. Also, note that bomber turrets won't fire at all if weapon energy is too low.
Hey, I like to feel like I'm helping take down a corvette/destroyer with my Maxims and tempests! It may not be pivitol, but it can help. I'll address it again in a minute.
Fun. Maxims and Tempests can cripple a corvette or destroyer (by taking out all its subsystems) but you need fire support to destroy the whole ship.
I would much rather have a "+randomness" parameter or something that could be added to the beams than having to specify which beams not to randomize. Scale from 0.0 to 1.0, that defines how often the beam will deviate from it's type behavior. This could be assumed 0.0 if not present, and would allow customization and activation of this feature in one table addition.
Can do.
Does this have any effect on bombers/bombs? If you had a cap fight in a mission and wanted the player to defend a cap from bombers (while also not having it get destroyed by hostile capship beams) would this interfere? You might try a "huge protect" as well, but "beam protect" still has its uses.
So, you're saying, you don't want other big ships shooting beams at it, but you do want bombers to shoot bombs at it?
Ok, it would appear that there are two camps on this one... those of us who would like the arbitrary limit on hull damage to "Huge"/"Supercap" flagged ships removed completely (or scaled so that they take less damage after 25-50%) and those of us who would like that limit taken all the way up. I personally don't see why there has to be some arbitrary limit to damage, and I would get very aggrivated at pounding away at a capship only to have 100% blink back at me indefinately. But this is something that needs to be put to further discussion. It affects mission balances all over the place, so it's a rather big deal.
Yeah, although making big damage ships' hulls completely invulnerable to small weapons is basically what it is now, except that small weapons can (very slowly) hurt the hull down to 50% or so. Anyway, the point of big damage is that ships of that size have such tough armor that small weapons can't even dent it. Same as firing 9mm bullets at a tank -- even if you hit it 100 times in the same place, it's not going to do much. But if you shoot an anti-tank rocket at it, it has enough punch to penetrate the armor.
Originally posted by Solatar
I think that if a turret or subsystem is blown, the capital ship should take some damage from that. Maybe after all subsystems are down, the ship can start taking damage from fighter weapons?
Why? Hull armor isn't powered; it's just a really thick layer of cold metal over the hull of the ship. Shielded big ships are obviously unable to recharge their shields if their reactor(s) have been destroyed, of course.
Here's a report on my progress implementing various changes to my modding that's been requested here. Most of these are here because I like various changes and others don't, so I'll give people a choice!
- Added a struct 'Argv_options' that houses all of the options for my stuff in bitfields. This probably should be done for all options, but I don't want to mess with that.
- Added an option '-auto-ets' to turn on the auto ETS feature. (It's off by default.)
- Added an option '-no-implicit-disable-auto-target'. When specified, using the 'target nothing' command will not turn off auto targeting.
- Added an option '-no-auto-target-turret' which prevents the automatic targeting of turrets when targeting big ships.
- Added an option '-sound-from-own-turrets' which allows the player to hear shot sounds from her own turrets.
- Beam turrets on player ships were always making sounds, even though they shouldn't be. This was a Volition bug (presumably because they didn't expect player ships to carry beam turrets). Fixed.
- Added some new flags for ships.tbl entries: "beam free by default" and "beam lock by default". These affect the free status of all beam turrets on the ship, unless overridden by subsystem flags (see below) -- "beam free by default" means an implicit beam-free-all on this ship class, while "beam lock by default" means an implicit beam-lock-all on it (which is the default in regular FS2). Ships of type "fighter", "bomber", and "sentrygun" are implicitly "beam free by default". Use "beam lock by default" to override this, but the "beam lock by default" flag must occur after "fighter"/"bomber"/"sentrygun" or it will do nothing (since the code that processes "fighter"/"bomber"/"sentrygun" sets "beam free by default" when it encounters such a flag).
- Added a $Flags: field for subsystems. This works the same way as ship flags, but applies to subsystems, and obviously has a different set of flags. Currently there are only two: "beam free by default" and "beam lock by default". Ordinarily, the default beam free state of beam turrets is inherited from the ship's default beam free state (see above). However, these flags can be used to override that. If a subsystem is flagged with "beam lock by default", then it will be locked by default even if the parent ship is "beam free by default" (implicitly by being a fighter/bomber/sentrygun or explicitly). If it is flagged with "beam free by default", then it will be free by default even if the parent ship is "beam lock by default" (implicitly by not being a fighter/bomber/sentrygun or explicitly). In other words, the subsystem beam free flags override the beam free flags of the parent ship. Of course, both the ship flags for beam free and the subsystem flags for beam free are overridden by the beam-free, beam-lock, etc sexps.
- New weapon flag "random beam slash", causes type A beams to be randomly forced to type B, and vice versa. Need to add a way of specifying how random this should be.
By the way, I mistakenly took credit for the code that forces beams to type A when targeting subsystems. This is Volition's code. Sorry about that.