Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: diceman111 on April 13, 2007, 10:05:53 am

Title: Subsystems
Post by: diceman111 on April 13, 2007, 10:05:53 am
Ok well this will proberly be the most Noobish stupidest question ever but does the destruction of subsystems really change anything (except the engines) cause it seems to me that nothing really happens.


/Dice
Title: Subsystems
Post by: Snail on April 13, 2007, 10:54:38 am
Whyyyyy are you posting that here? Or are you just asking if TVWP is going to do something about this???


Well, anyway, apparently, destroying the weapons subsystem decreases the accuracy of weapons fire on captial ships, so much so that it shoots everywhere but its target. :doubt: However, killing weapons does not do anything to beam cannons.

It can also be configured in the ai_profiles.tbl to make it that destroying the Navigational subsystem stops ships from warping out.
Title: Re: Subsystems
Post by: jr2 on April 14, 2007, 01:57:29 am
...and you could code FRED so that if you destroy the Comm subsystem within a certain timeframe, reinforcements do not arrive... you can rig subsystem events to do almost anything with FRED.  Goober just made a shield subsystem that affects your shields..
Title: Re: Subsystems
Post by: Snail on April 14, 2007, 05:22:02 am
Yes, Goober5k is a genius!
Title: Re: Subsystems
Post by: diceman111 on April 14, 2007, 06:23:11 am
well ok maybe I shouldent have posted it there so thx for moving it here, but anyway I think you have answered my question
Title: Re: Subsystems
Post by: Polpolion on April 17, 2007, 07:23:41 pm
IIRC destroying the weapon subsystem reduces their effeciency.
Title: Re: Subsystems
Post by: Game_Master64 on April 18, 2007, 03:58:48 pm
are you talking on a fighter or cap ship?

on a fighter, i think the sensors disables your targeting, not certain though, never happened to me
and i think nav disables the radar, again, guessing, engines are obvious, and i'm not certain about the rest, if there is any, this is purly guess work
Title: Re: Subsystems
Post by: Mobius on April 18, 2007, 04:37:06 pm
Taking down most engines of a ship seems not to reduce its velocity in proportion. It's strange.
Title: Re: Subsystems
Post by: FlyingBadger on April 18, 2007, 06:29:10 pm
Taking out the weapons subsystems make the blob cannons very inaccurate.  While this doesn't mean much for most ships as the blob cannons are a joke against fighters (except some of those fast Shivan turrets), it does make the blobs incapable of shooting down bombs, which is their main purpose.  Some of those bombs launched far away from the target might actually get through when the weapons subsystem is destroyed.
Title: Re: Subsystems
Post by: Mobius on April 19, 2007, 03:04:16 pm
Not only bob cannons. In INFA, a Leviathan with its weapon subsystem down has an inaccurate railgun. It couldn't hit a destroyer!
Title: Re: Subsystems
Post by: G0atmaster on April 19, 2007, 03:18:34 pm
LOL that's pretty inaccurate.  I'd be more worried if I were the ship NEXT to the target of that leviathan.
Title: Re: Subsystems
Post by: Mustang19 on April 19, 2007, 03:23:40 pm
are you talking on a fighter or cap ship?

on a fighter, i think the sensors disables your targeting, not certain though, never happened to me
and i think nav disables the radar, again, guessing, engines are obvious, and i'm not certain about the rest, if there is any, this is purly guess work

Sensors disable radar and targeting, nav prevents you from jumping out but nothing else, comms damage garbles radio transmissions (it adds random gaps in the text and random static in the voice) or will totally stop radio messages if destroyed. On a capship, destroying engines doesn't decrease speed proportionately; it reduces the ship's max speed slightly until all engines are destroyed, but even with 1 engine ships go almost at their normal full speed. Killing Weapons on a capship has no effect other than the blob turret example already mentioned, but weapon subsys are normally fairly weak so I take them down just for the hell of it.

Some other ships have unique subsystems. Usually they have no effect on gameplay, but you can FRED in different effects. Some ships have radar dishes. The Faustus has a solar panel subsystem: kill this and the panels stop spinning and look damaged. The infamous ShivanCommNode has a blade subsys and a crystal subsys. Killing the blades stops them from spinning, obviously, and killing the crystal makes the thing loose hull integrity rapidly (giving you time to escape the shockwave). Finally, the NTF Boadicea (the NTF asteroid) is cool because it has a whole bunch of different subsystems, such as Barracks, Command Tower, life support, and so on. People say that the model looks like crap, but there are still cool subsystems to kill.

In the model-making utilities you can put any kind of subsystem- bridge, fighter bay, cocktail bar- but only weapons, nav, and engines will have an ingame effect, unless the mission designer made it so, say, enemy reinforcements would stop coming if the comm subsystem is destroyed.

That was way too long. Well, question answered?
Title: Re: Subsystems
Post by: takashi on April 19, 2007, 08:18:57 pm
how about "broken" areas on a ship when you total its subsystems? (like what they did with turrets)
Title: Re: Subsystems
Post by: diceman111 on April 20, 2007, 06:12:34 am
Ok so let me see if I have gotten this right:

for capships(really the only ones the matters in my case)

If you disable the engines the ships stops (Obviusly)

And if you disable the weapon subsystem the blob canons are less accurate however the beam weapons are still as accurate and any other subsystem you must FRED in order for something to happen when you disable the subsystems....

Ok good to know especially when you FRED
Title: Re: Subsystems
Post by: Zantor on April 20, 2007, 07:23:07 am
...and you could code FRED so that if you destroy the Comm subsystem within a certain timeframe, reinforcements do not arrive... you can rig subsystem events to do almost anything with FRED.  Goober just made a shield subsystem that affects your shields..

O_O Now that's really something. For some reason, I didn't think anything would be done with shields seeing as how they're a base system of the ship.
Title: Re: Subsystems
Post by: takashi on April 20, 2007, 01:40:57 pm
no, shields are not the base system. play BTRL and fsport.
Title: Re: Subsystems
Post by: Snail on April 20, 2007, 02:31:46 pm
LOL that's pretty inaccurate.  I'd be more worried if I were the ship NEXT to the target of that leviathan.

Destroying the Orion's weapon subsystem disables its ability to hit a Hades with its railguns. :rolleyes:
Title: Re: Subsystems
Post by: Mobius on April 20, 2007, 03:27:16 pm
It is just an idea, but...

There's a way to diminish the speed when engine systems are down...

Variable: number, XVelocity (X=ship's name).

every-time or when    has-arrived-delay  0 secs  X  ---->set-cap-waypoint-speed  XVelocity.

If the ship's max speed is 30 and has one big engine thrusther plus two small ones...

when is-subsystem-destroyed-delay  X ship BigEngine 0 ---> modify-variable XVelocity  (-20)

Repeat the procedure with the small engines. For every small engine down the speed is reduced by 5.
Title: Re: Subsystems
Post by: Dark Hunter on April 20, 2007, 05:56:05 pm
Taking down most engines of a ship seems not to reduce its velocity in proportion. It's strange.


I don't know about that. When I was taking out the engines on a Tanen, the lower the integrity, the slower it went... until it was traveling at 6m/s at 10% Engine... I wanted to call it the Snail. :p
Title: Re: Subsystems
Post by: TrashMan on April 21, 2007, 10:59:02 am
You sure? I'm sure they didn't implement proportional damage becouse of possible stock campaign issues.


A simple way to link speed would be with EngineWash. Bigger engine have bigger wash and hte calculation would be simple.

EgineWash1 +  EgineWash2 + EgineWash3 = X (100%)

If egnine1 is destroyed then MAx Speed is reduced by EngineWash1 (value compared to total..in %).. Simple.
Title: Re: Subsystems
Post by: Mobius on April 21, 2007, 04:08:14 pm
Then combine my SEXPs system with TrashMan's theory!
Title: Re: Subsystems
Post by: TrashMan on April 22, 2007, 03:59:34 am
AFIK, there is no way to easily reference engine wash..you'd have to make a variable for EACH engines wash...

Maby proportional engine damage/speed can be a SCP flag? Or mission flag?
Title: Re: Subsystems
Post by: Grizzly on April 22, 2007, 04:21:05 am
I managed to take down the weapon system of a nephalim once, It didn't fire anymore... and taking down the rest of the wing and ordering everyone to ignore that bomber effectivly stopped that wing from posing a threat.
Title: Re: Subsystems
Post by: TrashMan on April 22, 2007, 04:47:58 am
A cheap trick that works like a charm...

I usualyl jsut take out the whole wing, save for one bomber, order everyone to ignore it and jsut chase it around, letting off a few shots to divert it from a bombing run, then playing a bit with it so it's shield re-charge a bit  ;7
Title: Re: Subsystems
Post by: Mobius on April 22, 2007, 06:55:16 am
AFIK, there is no way to easily reference engine wash..you'd have to make a variable for EACH engines wash...

Maby proportional engine damage/speed can be a SCP flag? Or mission flag?

You don't get my point. Engine wash values should be considered as a reference.

For example:

Max speed of a ship is 50. There are two big engine thrusters and two little ones. I say that each big engine increases the speed by 20 and every small engine increases the speed by 5.

But, when I check engine wash values, I realize that my system was wrong. I modify it in order to make it fill its role better(+15 for each big engine, +10 for each small engine).
Title: Re: Subsystems
Post by: TrashMan on April 22, 2007, 11:32:50 am
I totaly undestand you...

I jsut think that's is easier to have a mission flag in FRED the nt ohave to SEXP-code that for every capships you plan to have in a campaign...