Hard Light Productions Forums
Hosted Projects - Standalone => Wing Commander Saga => Topic started by: Scooby_Doo on August 31, 2007, 09:54:32 pm
-
Does ship mass determine how much damage a ship takes from hits? I'm playing the modified thud gaunlet. I can breeze through it mostly (the 5 gothri level is annoying but manageable) with a Falcon with about 50-60%?? damage. But with the Vampire that has half the mass it's taking large amounts of hull damage from the gothri turret. Or are those bolts sneaking through the shield?
-
Not sure how the calculation works but a FreeSpace shield seems to work only 90% of the time. So when taking fire repeatedly over a long period such as from a rapid fire rear turret the shield stays up and potentially at full strength but a small percentage of the damage may leak through. Its a little less artificial than previous space combat sim shields but it does mean that if you're getting absolutely pounded the shield will not stop everything.
On the other hand I've never been killed in such a state so it may only have an effect at the top end of your hit percentages.
The mass shouldn't make any difference. Just how much you're going to get bashed around by a gun that causes a mass effect (such as the Flail II from FreeSpace 2).
-
I wonder why it affects only certain ships though. Course flying the gaunlet with my Galaxy.... slow and painful as it is... finishes the gaunlet with 90% hull, 5 gothri rapid fire rear turrets don't do much harm at all, then again it's got shields up the walzula...
-
mass (pof value) is what calculates how much high-mass weapons/ships colliding with it push it around. an arrow with 3 mass gets knocked around just by being shot.
or are you talking about the table value? that just affects ship-ship collisions.
-
Maybe it's something else then... just noticed that the mass was different. I just dislike having measly lasers getting pass heavy duty shields.
-
that sounds like your shield has holes in it...
-
I also never understood how the object mass and collission damage worked . Theoretically it should effect the damage, but t doesn't.
Example : Asteroids crashes are very often deadly or damage me heavy, but I can bump manytimes into capships and nothing happens.
I would like to change the gameplay so that a higher speed collission with capships is deadly, and at least high speed collissions with fighters too. I once asked the SCP how it works codewise, but I didn't get a complete answer, and haven't asked ever since.... :sigh:
-
according to hlp wiki mass does affect the damage sustained from a collision.
-
Indeed. AFAIK it just control kinetic effects on a vessel. :(
-
Mass is handy though. When you're flying a big brute of a fighter and a lighter craft just keeps zipping past, nothing beats a full-burn ramming manouever to keep them busy while you train your guns.
Usually inflicts a minimum 5-10% hull damage on me though, so I have to control my ram-rage most of the time. :sigh:
-
I also never understood how the object mass and collission damage worked . Theoretically it should effect the damage, but t doesn't.
Sure it does. I've killed weakened Manticores by ramming them with my Herc while taking no damage myself. Ramming between high-mass objects causes damage, just not enough to be fatal 90% of the time.
The main reason capship collisions don't hurt very much is because the relative velocity is usually pretty low; somehow FS seems to know the difference between a direct impact and an angled or glancing one. However, I often have light Shivan fighters on full burner ramming right into the Orion I'm escorting and taking a good 10-20% damage. Velocity is more important than sheer mass, which is why asteroid collisions usually hurt more than capital ship collisions. As far as I can tell.
-
Of course, ramming ships in space is incredibly dangerous.
-
Wonder what I'm doing wrong... I can handle forward gunfire from most ships with ease, but it's those darn Gorthi rear turrets that leak through the shields. The laser turret is marked with no pierce shield flag. :confused:
Ok its using a plain laser.
I've updated my laser weapon table entry with this:
$Name: @Laser
+nocreate
$Damage Type: Fighter
$Flags: ("in tech database" "player allowed" "no pierce shields")
and they still leak through
-
I don't think mass has anything to do with the damage taken from a turret. for that the more armor you have the less your hull integrety percentage goes down each time.
-
I don't think it's mass anymore either, however something is letting turret first seep through unlike regular weapons fire.