Author Topic: Realisitic Damaging  (Read 3982 times)

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Offline LtNarol

  • Biased Banshee
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Quote
Originally posted by venom2506
I think the best way would be some kind of subsystems like in modelview that define areas of the ship, you place "critical" and "non critical" zones all over the ship ( cubic areas ), with a percent of the hull pallied to that zone ( after all, if I'm not mistaken, HP of subsystems in the tbl ARE percents of the whole hull, no need to go farther than that, old ships already have that entry ). "non critical" areas will drop to said percentage, and won't damage the ship if shot anymore once it has reached its limit.
I like this idea, although I still think the engine should split the models automatically since the FS1 and FS2 ships aren't divided like that.  The table entry for a given ship could have an optional added field under HP for the % of the total HP any given cubic section can take on.  Additional added fields under each subsystem can specify the % of the total HP that subsystem can take on for the whole.  IE, destroying he engines on a freighter could drop the HP by 40% while any other cubic section can drop it by 15%.

  

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
no, the thing with the poly damage would be that you would not beable to shoot the same polly and kill the ship, you would probly have to hit about 25% of all pollys, or more acurately you would have to hit 25% of the entire surface
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