Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: General Battuta on November 01, 2015, 08:17:44 pm

Title: Electronics and ships size
Post by: General Battuta on November 01, 2015, 08:17:44 pm
A weapon with the 'electronics' setting can temporarily disable all the turrets on a warship.

This is a great feature for an anti-cruiser gun, but I don't want to give players an off switch for corvettes and destroyers. Can we make electronics scale with ship size somehow?
Title: Re: Electronics and ships size
Post by: Fury on November 02, 2015, 12:18:48 am
Perhaps a flag that ties electronics effectiveness to huge and supercap flags?
Title: Re: Electronics and ships size
Post by: jr2 on November 02, 2015, 01:46:28 am
It'd be cool if it just shut down all turrets within a certain distance of the blast.
Title: Re: Electronics and ships size
Post by: headdie on November 02, 2015, 01:53:32 am
Would a flag in say the armor table do the job?
Title: Re: Electronics and ships size
Post by: AdmiralRalwood on November 02, 2015, 02:05:30 am
It'd be cool if it just shut down all turrets within a certain distance of the blast.
This should already be the case.
Title: Re: Electronics and ships size
Post by: The E on November 02, 2015, 02:07:20 am
A weapon with the 'electronics' setting can temporarily disable all the turrets on a warship.

This is a great feature for an anti-cruiser gun, but I don't want to give players an off switch for corvettes and destroyers. Can we make electronics scale with ship size somehow?

We could do something like introducing a "system integrity" and a "system recovery" attribute. An electronics weapon lowers the system integrity score and once that pool is depleted, the ship acts as if EMPed until integrity is restored.
Title: Re: Electronics and ships size
Post by: General Battuta on November 02, 2015, 07:42:49 am
That's definitely the most flexible option, but it requires retabling every ship in the game. A weapon-side attribute might be easier, like a 'huge multiplier' and 'supercap multiplier'.
Title: Re: Electronics and ships size
Post by: The E on November 02, 2015, 07:53:05 am
Yeah, but what is that going to do? Decrease the time to recovery, disallow disruption entirely?
Title: Re: Electronics and ships size
Post by: Phantom Hoover on November 02, 2015, 09:51:17 am
Some sort of armour class thing maybe?
Title: Re: Electronics and ships size
Post by: headdie on November 02, 2015, 10:42:02 am
Some sort of armour class thing maybe?
thats what I was thinking
Title: Re: Electronics and ships size
Post by: General Battuta on November 02, 2015, 11:41:13 am
Yeah, but what is that going to do? Decrease the time to recovery, disallow disruption entirely?

It would work like the existing Multiplier entries on the electronics flag. You could just set it to 0 to prevent a weapon from effecting huge/supercap ships.