Author Topic: Undergunned capships?  (Read 20920 times)

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Offline Singh

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the capships are fine....just that the fighter weapons are too over-powered. Try taking down a leviathan with anything other than Maxims, Trebuchets and bombs.
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Why only to 10%?

   "Sorry pilot because you are in a fighter you canonly destroy 90% of the hull, the remaining 10% - though made of the same materials- becomes immune to your weaponry. This is for play balance otherwise we won't have bombers in the game!"
:wtf:

   Look people wqe need to get rid of that condition to the capship tag, or better yet in future mod tables do we need teh capship tag? what other tags can we use right now other than fightr or bomber for a big ship? BIG SHIP tag? Better lets clarify, what tags have that 10% restriction???

   Look I am all for fighters not being able to destroy big ships (though I disagree, I grew up that 1 X-wing fighter with the right weapon at the right location can win the day - thanks Lucas!) BUT in tha case you need to make the ships totally immune to fighter weapons not this 90% vulnerable crap!!!

  "OMG! I just did a strafing run against that alien ship and my bullets have absolutely NO EFFECT! better get the bombers over here stat!"

  Plus I also state that while teh main hull should be immune maybe turrets or special systems that be vulnerable to fighter weapons due to fragile nature, instability, or fact that a special condition occurs in game play could be sexp'ed or fredded in the mission...

Thoughts from you coders???

Bombers are relevant and needed and deserve thier place in gaming, BUT I'd rather do it in a fighter even if I can only carry like 1/4 or less of the same bomb payload and have weaker shields (bombers should always have the strongest shields!)
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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Offline Stryke 9

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Try shooting a rifle at an APC on some odd occasion when you have both materials on hand and it won't shoot back too much. You'll horribly **** up the paint job, even give it a few dents, but nothing's getting through there. That'd be your ten percent.


Anyway. All this talk about making the game "too hard" is lame. There's a quite simple solution- get better. And don't script your damn missions around blowing up 20 Ravanas. On a reasonable mission, I can get around without luxuries like shields just fine, and I'm far from a good player- it's a rare mission where I don't crash into something at least twice. It's sorta like, you know, every last fighter sim ever made over the entirety of human history, and a good while before. Somehow, they manage. If you really need training wheels to play the game, I advise you stick to first-person shooters, or maybe put the invulnerability cheat in. If you really think there's no way to prevent the player being just useless that doesn't involve him personally taking on half the ****ing enemy fleet at once and winning remind me to never ever download any missions or campaigns you make, or even touch them with a longish pole.

 

Offline karajorma

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Who (apart from the voices in your head) ever said anything about having to make it so that the player blew up capship after capship so that the mission wouldn't be too hard?

I agree that capships which were harder to kill would be a good idea. Just don't take it to the other extreme where the player exists only to take on fighters who couldn't have any effect on the battle anyway.
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Offline Flaser

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Fighters can cripple non heavy-armored components of a ship - so it mean antennas, sensor-arrays, lights, exposed turrets, heat sikns ect.
Anything other needs firepower that is either:
-A big bomb designed to penetrate the armor -->you need a bomber
-A high-caliber/high-power gun -->you need a bigger ship or a ship built around the weapon: a gunboat is the only think I can think of that's player control able
-Special high-penetration weapon --> it won't do too much damage, good for crippling equipment with medium armor - so heavly armored stuff can't be damged with a fighter.

The Tr/Rs system I keep babbling about can have a nice addition, but needs a hell a lot of SCP development or just general table tweaking and massive additions to current pof-files (mostly empty subsystems you have to attach to the surface and group the exiting ones along with turrest into sections).

A note for SCP: This is not a request, this is not critism. It's just a thought up damage model, that may or may not be possible to implement with a reasonable ammount of work.
I know a bit about the code and the way FS works, but I'm not a coder just an amatuer programmer.
I tried to think of solutions with minimal coding.

I also feel the need to note that IIRC Randow Tiger suggested this solution earlier in another form, I confess that I looted a lot from his general idea.

It doesn't require the change of the bounding box code or geomod or tweaking the graphic engine (if you don't count collision detection for bullets that, I don't know if this has anything to do with the bounding box).
The hit detection code needs to be completly revamped, although it can be cirvumvented with using a lot of untargetable susbsystems - however the limits of the engine can kill this solution.

Things needed:

-Implemented hull-plate management:
  A)The ship's surface is littered with armor plates. They are either an SCP trick that divides the surface and handles their strengs, or empty intargetable subsystems, that cover the ship preventing shots from reaching the subsystems below.
  B) These plates have to handle the bulk of the damage model:
    I)  they have their own hp
    II) they reduce the damage with a treshold, then round it down by their resistance
    III) a further fraction of the reduced damage is substracted from the plate's hp
    IV) the treshold and resistance values are funtions that follow the plates's hp (so if a bomb, devastated the armor, even a fighter can cause massive damage)

A per/poly solution was suggested before - it can lead to too big armor plates.
Using empty susystems has another problem IIRC: the engine can't handle to many of them.
A hackish solution could be using an damae-table/ship that hold all the data for them, but I don't know how feasible this idea is.
The biggest problem is still the detection of hits on the plates and defining the arrangement of the plates.
This may actually be an addition to the common pof standard - I don't know how the community would react to that.

-Section management:
  A) Subsystems and turrets are grouped into sections - they could be empty untargetable (or targetable?) susbsysems too. They simulate the bulkheads of ships. Big anti-cap. turrets may be a section on their own
  B) The statistics of susbsystems are influenced by section's status - their actual hp won't change buttheir performance will. If enough damage is aplied to a section of the ship there simply won't be power and/or lifesupport in the area pulverising guns and any manned/unmanned equipment

This addition may be abandoned, but IMHO it could be a nice plus.

-Improoved ship damage model:
  A) Certain subsystems' damage controls the entire power of the ship (reactor, engine, bridge...it actually has to have an effect!)
  B) Hull damage will later change to internal damage: it damages the frame of the ship, an internal model has to be made as a backbone - damage to the backbone kills the ship:
    I) - if it's engines are online or an explosion does the damage it tears itself apart
    II) -otherwise it becomes a derelict.  (This is the point where a Geo-mod could fit in in the very far future) (This feautre can be abandoned, once again it can be too much work for too little gain), or at least no explosion is played when the ship breaks up
  C) Certain subsystems can explode - they will be handled as a bomb exploding inside the area - they damage the frame, other subsystems and the hull like any weapon

IMHO this is less of a graphical/model tweak and more of a complete revamp of the current systems.

The best way I can summarise the whole idea is this:

Sections of the ship act as idependently as possible

To simulate their interaction, the 'existing' damage model is used to show what the destruction of one thing does to the others.
Furthermore, an actual chain of power needs to be created - so the energy will go through a "net". An algorythm will check if it can reach a system from a power source (that's why including backup sources will be smg. additional in future designs) (the algorythm could work by checking the neighbours of the system - if any of them is online, so is the system, the mentioned SECTION system can be a skeleton for a simplier system, where power and simulation of internal engineering happens only between sections, lessening the drain).

The critical part I spoke of is the frame: instead the armor, this will be the vital component of the ship. Building them is IMHO up to the model designers.
However I though of a couple of things:
  A) They consist of a single or multiple subsystems (the first acts pretty much like the current hull, the later can simulate that only a part of the frame is damaged).
  B) Destruction of any frame subsystem will kill the ship.
  C) They can be eiher internal or close to the armor (more like a hull)
 This is not as easy a kill as it sounds, unlike the older hull, this time, you have to puch through the armor, then take out all the systems that covered the frame, and only then can you actually kill the ship.
 That won't be necessary in every scenario, just shooting a cruiser to resemble a cheese more than a warship will have crippled it so much it won't be more than a floating hunk.
 Moreover heavy bombs will eat through ship internal like a knife through heated butter. (Although the double "armor" can be finally given a new meaning - just include another set of armor susbsytems inside the mode).

Before anyone stats to recite a dozen reasons why not to use the system let me do it beforehand:

-It need work - from SCP - and quite a bit of it
-It will definitly won't be backwards compatible with the old stuff
-If implemeted, it will make a tons of work for modders.
 The later needs a little more insight IMHO after all this is smg. that will interfere with their work the most:
 -Armoring a ship can be a real pain, though some algoryth can be made to equally cut the surface of the model into roughly equal portions (a further feature for the FSDev Studio?)
 -Placing all these subsystems can be pain (?) - well you already have to place a couple of them, if it gets implemented it can be lowered to actually creating sections only - then all you'd have to do is place the subs into the sections. (MORE WORK :sad: )
 -It's useless unless it makes any visually apparant difference for the player (...erh....well it is a though think):
  If we used the bombs' code to simulte subs going of we could get coud result - some new particle effect will have to be created though to show - however the code for that is already there, so it's an artist's job.
  All these subs (including the plates - IMPLEMENTING THEM in the first place is the REAL PROBLEM) can be already blown off - of course this mean more WORK for modellers since they have to do a model for the destroyed sub too :sad: (....until Geomod comes along in the infinitly distant future :sob:)
-What about all those section events, how will you control them?
Okey, I don't know, but I assume this can be achieved, after all fighters have similar effects when damaged.
-
« Last Edit: December 13, 2003, 11:40:19 am by 997 »
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The armour was thick enough on the most critical positions(fuel, ammo, fire contol, bridge, main guns) to withstand a direct hit from the main battery (i.e. - a battleship with the 365mm main guns would have a 365mm armour, a battleship with 406mm guns would have 406mm armour on the most sensitive spots - alltough the
armour was thinner on other, not so importnat spots.) That's why naval battles lasted for hours.
A 500kg bomb falls on a turret and the crew inside says: "Did you hear something?".

The Prince of Wales was hit by 28 torpedos and 300 bombs. Even after that it took him 3 hours to sink. So yes, battleships are a damn tough nut to crack.


   Does anyone here know why big armoured warships and the like fell out of favour with the navies? (other than expense of course). Because the planes owned them that's why. Look at the Arizona, sunk by one or two bombs in Pearl Harbour. There's also other ships, like a sistership to the HMS Hood I think that spent months sailing around and gets pegged by a couple of torpedoes and goes down. Or even look at modern warships, we have planes that can carry missiles which sink a whole ship by themselves. Like that British ship hit by an Exocet during the Falklands war, of course that missile wouldn't have sunken a battleship because they don't have aluminum armor that melts and catches fire but that's besides the point.

    Basically, what I'm in effect saying is that yes fighters can take down ships in FS2, but its no different than what happened in WW2 if they have the right equipment. And many of the missions in FS2 are actually geared towards the player surviving. Remember the mission where they try to lure an NTF Destroyer so they can destroy the Colossus. Your first objective is to engage some fighters and draw them from their Fenris Cruisers.  Well if you go too close to those Fenris, their AAAf beams WILL rip you apart. But in an early mission like the 6th Wonder there's a Deimos and a Leviathan attacking a base. Well the Leviathan is pretty easy to take down, but all four of its AAAf beams are locked. If those were free-beamed the player would be in a world of hurt.

   Basically if you take a fighter, and use non-standard weapons like Trebuchets which are meant for killing bombers and wouldn't normally be used in a Space Superiority role than yes, a Fenris would be easy to kill. But if you actually have to get close to it, then it can be a challenge.

   If you want more realistic cap ships, here's a simple suggestion. Give them all the Big Damage flag. Problem solved. Fighter guns shouldn't be able to breach thier armour anyway. Not without bombs or other munitions. You don't need to mimic a bunch of ships to the number of barrels on their guns to get a good depiction. Because if you do that, you should also have the player able to cripple the ship with a single bomb and that wouldn't be too exciting would it?

 

Offline TrashMan

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You are wrong. They fell out becoause Carriers could launch attacks at greater distances and becoause missiles with long ranges made the main cannons allmost obsolete (their range is 40km.)
The main mission of a battleship was to lock the strongest enemy into combat and pulverize him at long range. Since carriers had far greater ranges, the battleship lost it's position as the centere of a battlegroup. But it's a pilot's nightmare to assault.

As for Pearl Harbour -  it was a sneak attack. The crew was asleep, the bulkheads were open, the AA gunns unmanned. Even then the Japs didn't find it that easy to sink them all.

The sistership of the HMS Hood (if that's the one I think it is) was sunk by Bismark. It was hit by it's main cannon directly in the Ammo storage. It was a older design that lacked plating from above the ammo department, and Bismarck had big guns. And it was a lucky hit.

The Iowa was retrofitted with missile launchers and with Phlanax Point-Defense cannons and it fought in the Gulf War. It used it's cannons to bombard the shore.
To tell the truth it IS superior to any modern ship - since they have no armour at all. (and since it now carries misiles to spare)
To be exact:
8x4 Tomakawk
4x4 Harpoon
9x406mm
12x127mm
6x phlanax

The whole point is - the cruisers are done right. Bigger ships are not!
« Last Edit: December 13, 2003, 01:25:32 pm by 624 »
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Offline IceFire

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Quote
Originally posted by Nico


Nope. Haven't seen that documentary by James cameron? He's done the same thing ghe did with the Titanic, with the Bismark. Very impressive shots. Anyway, the thing proves fairly well that this famous torpedo hit near the propelers did not sunk the Bismark. Nothing the brits throw at it sunk it, actually. When they destroyed the left fan, the Bismarck could not escape anymore, it could only do large circles, so the Brits went at it, but they came to close to sink it. According to the ballistic specialists who were with James Cameron, , the only way to sink the Bismark was to shoot it under the... her... what's the name in english? well, in  the hull UNDER the water. but the brits came too close, forced to shoot almost horizonatlly, and the shells were deflected by the surface of the sea, no critical hit was dealt. And yet the ship was shot at more than 2800 times, I remember something around 400 40cm shells, stuff like that. It was some kind of hell onboard, so in the end the germans decided to sink their own ship, so they put destruction charges and, well, sunk it.

You misunderstood my point.  The single torpedo crippled the Bismarck's ability to manuver thus rendering the battleship virtually helpless against the King George V and the other Royal Navy ships.  I watched the full documentary on the work done finding the Bismarck and the analysis done.

The King George was too close and as you said, her shots were generally richoeting off the water and blasting into the super structure (the result of an order from the Admiral who wanted to be able to see the destruction firsthand - remember that the Bismarck had sunk the HMS Hood, pride of the Royal Navy).  The Torpedo's went through the first hull, exploded, and did nothing to the overall integrity of the ship.  Its armor plating was that tough.

The ship was never critically hit by British weapons but it was definately the end of the vessel either way.  My ultimate point was simply that a single Fairely Swordfish's torpedo doomed a massive well armed, well defended battleship.

In FS2 gameterms that means that, as we sort of have now, a small group of fighters can cripple a destroyer (our version of the battleship) with no problems by eliminating critical components.  As it should be.
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As for Pearl Harbour - it was a sneak attack. The crew was asleep, the bulkheads were open, the AA gunns unmanned. Even then the Japs didn't find it that easy to sink them all.

   All of that information is irrelevant. What is relevant is that a bomb or two (the movies suggest one bomb) destroyed the entire ship. It didn't take hundreds of Kate torpedo planes and japanese bombers to destroy the ship, only one or two hits.
   Furthermore, on a larger scale one could ask if the American battleship fleet was ravaged at Pearl Harbour how did they manage to win the war? If Battleships are so important? The answer probably is because the American Carriers, and more importantly the fightercraft were not destroyed because they were on manoeuvers or whatever.

The sistership of the HMS Hood (if that's the one I think it is) was sunk by Bismark. It was hit by it's main cannon directly in the Ammo storage. It was a older design that lacked plating from above the ammo department, and Bismarck had big guns. And it was a lucky hit.

   The Hood was the destroyed by the Bismark.
   The ship I was thinking about was the Queen Elizabeth, or the Prince of Wales or something that sailed over to near japan and got spotted by a couple of planes and was sunk. It wasn't a battleship, but still a large battlecruiser or heavy cruiser, something akin to that.

 

Offline aldo_14

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It's better to cripple your enemy than kill them... both for machinery (ships, etc) and troops.

Think of this - if you cripple a destroyer, puncture it's hull with a thousand small leaks, destroy its generators and weapons - what does the enemy do?  either they leave it as dead (and then your job is done), or they send salvage / S & R crews.  And when they do that, you both open up an ambush opportunity and force the enemy to divert resources from other fronts.

 

Offline TrashMan

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One bomb can't destroy a battleship. I don't know which movie you watched, but it must be some hollywood crap.

Japs didn't have lot's of battleships. Don't forget that USA built new battleships and even raised some of those sunk in Pearl Harbour and re-fitter them and they joined the fight . They were used for shore bombardment before the asault on islands and in some battles.

It definatly wasnt the Prince of Whales. It must have been the Repulse. Both ships were on the pacific together and were sunk by japs. The Repulse was  a heavy cruiser (32000t), and old ship and sunk after.....

*opens the book "The Hell on Pacific" by the famous historian Boris Prikrill and searches.....*


..after reciving 10 torpedos (if I counted right) and unknown number of bombs. The Prince of Wales was hit by 28 torpedos and around 300 bombsand was still operational. The crew abandoned ship and 3 hours later it sunk.


FS2 Destroyers could hardly be called battleships (battleships don't carry swarms of fighters/bombers - alltough they DID carry 2 hidroplanes for riconasance/later they carried 3 SH-60 Sea Hawk)
BATTLESHIPS ARE DESIGNED TO STAND ALONE AND THEY HAVE THE GREATEST FIREPOWER AND ARMOUR OF ALL SHIPS!!!
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Offline Odyssey

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Quote
Originally posted by aldo_14
It's better to cripple your enemy than kill them... both for machinery (ships, etc) and troops.

Think of this - if you cripple a destroyer, puncture it's hull with a thousand small leaks, destroy its generators and weapons - what does the enemy do?  either they leave it as dead (and then your job is done), or they send salvage / S & R crews.  And when they do that, you both open up an ambush opportunity and force the enemy to divert resources from other fronts.

True, but it's not a sound battle plan. You can't very well order troops under fire to "be careful" when attacking - if they can go in and eradicate the place in one simple move, by all means they should do so to avoid losses and thus increase the chance that they will win future encounters. Crippling is more of a sabotage jobbie.

 

Offline mikhael

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Quote
Originally posted by TrashMan
... the famous historian Boris Prikrill and searches.....*


Who?
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Flaser

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I think aldo is right Odyssey, but not for the reason you may think: it's a lot easier to damage critical components on a ship and bug out than to actually bring it down.

BTW any opinions about the damage management I posted a while ago?
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Offline Odyssey

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Quote
Originally posted by Flaser
I think aldo is right Odyssey, but not for the reason you may think: it's a lot easier to damage critical components on a ship and bug out than to actually bring it down.

[color=cc9900]Again, yes, but you're not going to purposefully aim to take out those components without damaging a single bit of the rest of the ship, are you? The more that blows up the better, especially if it's firing at you.[/color]

 

Offline Nico

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Quote
Originally posted by IceFire

You misunderstood my point.  The single torpedo crippled the Bismarck's ability to manuver thus rendering the battleship virtually helpless against the King George V and the other Royal Navy ships.  I watched the full documentary on the work done finding the Bismarck and the analysis done.

The King George was too close and as you said, her shots were generally richoeting off the water and blasting into the super structure (the result of an order from the Admiral who wanted to be able to see the destruction firsthand - remember that the Bismarck had sunk the HMS Hood, pride of the Royal Navy).  The Torpedo's went through the first hull, exploded, and did nothing to the overall integrity of the ship.  Its armor plating was that tough.

The ship was never critically hit by British weapons but it was definately the end of the vessel either way.  My ultimate point was simply that a single Fairely Swordfish's torpedo doomed a massive well armed, well defended battleship.

In FS2 gameterms that means that, as we sort of have now, a small group of fighters can cripple a destroyer (our version of the battleship) with no problems by eliminating critical components.  As it should be.


There was also the fact that the Bismarck was alone against 5 odds enemy ships. The torpedo alone can't explain the destruction of the Bismarck. The Bismarck wasn't runing away or anything when it sunk the Hood, it was on it's own again 2 or 3 ships, if I remember correctly. If it had it's fan damaged at this point, the Bismarck would still have owned the Brits. You can't put aside the biggest fact, the 5/1 odds againts the german ship.

Just did a small search:

During the Operation Rheinübung, set up to destroy the Bismark, almost 100 (!) ships were deployed against ONE.
And during the final battle, there was at least 8 battleships against it.
SCREW CANON!

 

Offline Unknown Target

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Rather than re-doing all the cap ships in FS2, I think it's easier just to reduce all the fighter + bomber HPs.

 
Rather than re-doing all the cap ships in FS2, I think it's easier just to reduce all the fighter + bomber HPs.

   Actually, it'd be easier to just change the damage values for the Turrets (Terran Turret (Huge), Shivan Turret, etcetera). In a way it doesn't make sense that they haven't been upgraded since the Great War. Newer ships should have some better guns I would think. And if each pulse does enough damage it'll breach the shields of fighters  and smoke 'em.

 

Offline phreak

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Perhaps add another 0 or two to the hitpoints of warships and up the beam damage accordingly.  have the helios do about 3% to an Orion, but you can also will want to up the subsystem damage for all bombs and stuff (especially the stilletto)  this way bombers have use in disabling critical components.  Normal turrets should fire faster and do more damage as additional fighter defense.  If you want some SCP fun, use $FOF and $Shots to make flak lay down a blanket of lead.

do that and see how fun it is
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Offline TrashMan

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The hit points of capships are o.k.. Their Ani-fighter weaponry sucks.
Since I edited the capship weapons, Destroyers are far more dangerous to assault. Still could use a few more guns.

EDIT: Boris Prikrill is a famous Croatian historian (he wrote many books in english also)

NICO: That's true...the operation was massive. The fleet spread out and searched for Bismarck, then converged on him.
I wonder how would the battle have gone if their enemy was a Iowa or Yamato? (seeing that anyone of hem could sink Bismarck easily)
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