Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Phaserbank on March 24, 2010, 11:06:59 am

Title: Damage subsystem effects
Post by: Phaserbank on March 24, 2010, 11:06:59 am

Does having subsystems like a reactor, and where if it gets destroyed (after a time delay let's say like a minute) produces a steam explosion and your working on batteries which only last for so long or an afterburner subsystem that if is destroyed doesn't let you use the afterburners or shield generators that when destroyed the the shields don't recharge, ect.

I was thinking that this would mainly apply to fighters and bombers, but not the warships for the most part.

Does this sound like fun? 
Title: Re: Damage subsystem effects
Post by: The E on March 24, 2010, 11:10:15 am
I had to read this a few times before I was able to comprehend it, and I still don't quite see what you are asking. If you want to do something like this, it's already possible to do it using sexps. Whether or not it'll be fun, that's something only playtesting can show.
Title: Re: Damage subsystem effects
Post by: haloboy100 on March 24, 2010, 02:13:58 pm
I think he's asking for updated subsystem and low health affects, other than the present-since-retail lighting sparking.

And wait...steam comming out of a damaged reactor? FS ships aren't steam powered, and I doubt they're water cooled so much. :P
Title: Re: Damage subsystem effects
Post by: Colonol Dekker on March 24, 2010, 02:19:42 pm
Steampunk space! :D
Title: Re: Damage subsystem effects
Post by: headdie on March 24, 2010, 02:48:10 pm
i dont know how it will work for fusion reactors but nuclear and fossil fuel power plant works by heating water to steam and using the resulting pressure to turn a turbine based generator so steam would be plausible in that case
Title: Re: Damage subsystem effects
Post by: Colonol Dekker on March 24, 2010, 02:52:08 pm
Same principle.
 
But STILL, Steamspace 2 SCP. . . Do want.
Title: Re: Damage subsystem effects
Post by: The E on March 24, 2010, 02:56:12 pm
Believe it or not, there actually is concept art for this:

(http://i28.photobucket.com/albums/c230/KhonsuII/Classy.jpg)
Title: Re: Damage subsystem effects
Post by: haloboy100 on March 24, 2010, 05:33:57 pm
:lol::yes:
Title: Re: Damage subsystem effects
Post by: Phaserbank on March 24, 2010, 05:53:38 pm
Yeah for fusion reactor coolent I don't know what it would be either, but it is likely to be water or helium (with the helium you can hit far higher temperatures than with water) (the molton salt and liquid metal reactors are too dangereous to put on something like a fighter). In both cases a LOCA would basicly wreck a fighter.

To clarify the whole idea. In freespace a ship with 1 percent hull integrity usually performs as well as a ship at 100 percent. If this were otherwise do you think you would enjoy that kind of gameplay?

Now this would definetly add uniqueness each time you play the mission, but it could be very frustrating.

Note: realizism is a means not an end.

The reason I ask this is because, the general consenus is usually the best and I don't want to spend hours trying to figure something out that was a bad idea in the first place. 
Title: Re: Damage subsystem effects
Post by: haloboy100 on March 24, 2010, 06:36:48 pm
Let me just me just try and figure out what you're asking in the first place...

You want a ship to affected by the health of it's subsystems? Are we talking gameplay-wise, or purely cosmetically?
Title: Re: Damage subsystem effects
Post by: Phaserbank on March 24, 2010, 07:26:23 pm
Well take for instance a fighter which has 6 menuvering thrusters. If 3 of these were shot out the fighter's menuvering abilitity would decrease. Or for instance a fighter that is badly damaged will be structualy weaker than a fresh fighter. So high G forces may rip the damaged fighter apart.

It may be possible to code these changes in performance into a mission.
Title: Re: Damage subsystem effects
Post by: The E on March 24, 2010, 07:30:11 pm
Yes, it is possible to do that using sexps.
Title: Re: Damage subsystem effects
Post by: SpardaSon21 on March 24, 2010, 07:39:59 pm
Why would you want that?  Freespace is not IL-2.
Title: Re: Damage subsystem effects
Post by: haloboy100 on March 24, 2010, 07:48:47 pm
Why would you want that?  Freespace is not IL-2.
Agreed.

This would also alter the gameplay quite a bit to the point where it should be implemented more as a mod then as an actual gameplay change.
Well take for instance a fighter which has 6 menuvering thrusters. If 3 of these were shot out the fighter's menuvering abilitity would decrease.
Well, that's already been partially implemented since retail; when your engines are damaged, you move slower. When your nav is damaged, you can't jump out and you have trouble targetting; when your comm. is damaged, your messages are blurred and you can't order wingmen as affetively; when your weapons are damaged, they may not fire.
Title: Re: Damage subsystem effects
Post by: Phaserbank on March 24, 2010, 10:56:05 pm
As for y i would want that. Well I don't know that it want it because i havn't tried it, this was just an idea.

Curiousity, i see how to change the manuverability for AI, but I don't see how to do that for human controlled ships.

So is no the general opinion?


I dont suffer from insanity I enjoy every minute of it.