Author Topic: Subsystems  (Read 6630 times)

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Offline diceman111

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Ok well this will proberly be the most Noobish stupidest question ever but does the destruction of subsystems really change anything (except the engines) cause it seems to me that nothing really happens.


/Dice
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Offline Snail

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Whyyyyy are you posting that here? Or are you just asking if TVWP is going to do something about this???


Well, anyway, apparently, destroying the weapons subsystem decreases the accuracy of weapons fire on captial ships, so much so that it shoots everywhere but its target. :doubt: However, killing weapons does not do anything to beam cannons.

It can also be configured in the ai_profiles.tbl to make it that destroying the Navigational subsystem stops ships from warping out.

 

Offline jr2

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...and you could code FRED so that if you destroy the Comm subsystem within a certain timeframe, reinforcements do not arrive... you can rig subsystem events to do almost anything with FRED.  Goober just made a shield subsystem that affects your shields..

 

Offline Snail

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Yes, Goober5k is a genius!

 

Offline diceman111

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well ok maybe I shouldent have posted it there so thx for moving it here, but anyway I think you have answered my question
Flames Of War Chapter III - http://web.comhem.se/~u35702611

"If at first you don't succeed try a bigger thermonuclear weapon" - My philosophy on life

"I dont care if we smack it into her or smack it out of her just aslong as there's smacking invovled" - Max from Sam & Max Situation Comedy

 I live in Sweden and before anybody ask NO we do not have polar bears walking on our streets thats Norway, we have penguins (Red ones with blue dots)

 (These messages was brought to you by the people from DFWD (Diceman For World Domination))

 

Offline Polpolion

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IIRC destroying the weapon subsystem reduces their effeciency.

 
are you talking on a fighter or cap ship?

on a fighter, i think the sensors disables your targeting, not certain though, never happened to me
and i think nav disables the radar, again, guessing, engines are obvious, and i'm not certain about the rest, if there is any, this is purly guess work

 

Offline Mobius

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Taking down most engines of a ship seems not to reduce its velocity in proportion. It's strange.
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Taking out the weapons subsystems make the blob cannons very inaccurate.  While this doesn't mean much for most ships as the blob cannons are a joke against fighters (except some of those fast Shivan turrets), it does make the blobs incapable of shooting down bombs, which is their main purpose.  Some of those bombs launched far away from the target might actually get through when the weapons subsystem is destroyed.

  

Offline Mobius

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Not only bob cannons. In INFA, a Leviathan with its weapon subsystem down has an inaccurate railgun. It couldn't hit a destroyer!
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LOL that's pretty inaccurate.  I'd be more worried if I were the ship NEXT to the target of that leviathan.
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are you talking on a fighter or cap ship?

on a fighter, i think the sensors disables your targeting, not certain though, never happened to me
and i think nav disables the radar, again, guessing, engines are obvious, and i'm not certain about the rest, if there is any, this is purly guess work

Sensors disable radar and targeting, nav prevents you from jumping out but nothing else, comms damage garbles radio transmissions (it adds random gaps in the text and random static in the voice) or will totally stop radio messages if destroyed. On a capship, destroying engines doesn't decrease speed proportionately; it reduces the ship's max speed slightly until all engines are destroyed, but even with 1 engine ships go almost at their normal full speed. Killing Weapons on a capship has no effect other than the blob turret example already mentioned, but weapon subsys are normally fairly weak so I take them down just for the hell of it.

Some other ships have unique subsystems. Usually they have no effect on gameplay, but you can FRED in different effects. Some ships have radar dishes. The Faustus has a solar panel subsystem: kill this and the panels stop spinning and look damaged. The infamous ShivanCommNode has a blade subsys and a crystal subsys. Killing the blades stops them from spinning, obviously, and killing the crystal makes the thing loose hull integrity rapidly (giving you time to escape the shockwave). Finally, the NTF Boadicea (the NTF asteroid) is cool because it has a whole bunch of different subsystems, such as Barracks, Command Tower, life support, and so on. People say that the model looks like crap, but there are still cool subsystems to kill.

In the model-making utilities you can put any kind of subsystem- bridge, fighter bay, cocktail bar- but only weapons, nav, and engines will have an ingame effect, unless the mission designer made it so, say, enemy reinforcements would stop coming if the comm subsystem is destroyed.

That was way too long. Well, question answered?

 

Offline takashi

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how about "broken" areas on a ship when you total its subsystems? (like what they did with turrets)

 

Offline diceman111

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Ok so let me see if I have gotten this right:

for capships(really the only ones the matters in my case)

If you disable the engines the ships stops (Obviusly)

And if you disable the weapon subsystem the blob canons are less accurate however the beam weapons are still as accurate and any other subsystem you must FRED in order for something to happen when you disable the subsystems....

Ok good to know especially when you FRED
Flames Of War Chapter III - http://web.comhem.se/~u35702611

"If at first you don't succeed try a bigger thermonuclear weapon" - My philosophy on life

"I dont care if we smack it into her or smack it out of her just aslong as there's smacking invovled" - Max from Sam & Max Situation Comedy

 I live in Sweden and before anybody ask NO we do not have polar bears walking on our streets thats Norway, we have penguins (Red ones with blue dots)

 (These messages was brought to you by the people from DFWD (Diceman For World Domination))

 

Offline Zantor

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...and you could code FRED so that if you destroy the Comm subsystem within a certain timeframe, reinforcements do not arrive... you can rig subsystem events to do almost anything with FRED.  Goober just made a shield subsystem that affects your shields..

O_O Now that's really something. For some reason, I didn't think anything would be done with shields seeing as how they're a base system of the ship.
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Offline takashi

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no, shields are not the base system. play BTRL and fsport.

 

Offline Snail

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LOL that's pretty inaccurate.  I'd be more worried if I were the ship NEXT to the target of that leviathan.

Destroying the Orion's weapon subsystem disables its ability to hit a Hades with its railguns. :rolleyes:

 

Offline Mobius

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It is just an idea, but...

There's a way to diminish the speed when engine systems are down...

Variable: number, XVelocity (X=ship's name).

every-time or when    has-arrived-delay  0 secs  X  ---->set-cap-waypoint-speed  XVelocity.

If the ship's max speed is 30 and has one big engine thrusther plus two small ones...

when is-subsystem-destroyed-delay  X ship BigEngine 0 ---> modify-variable XVelocity  (-20)

Repeat the procedure with the small engines. For every small engine down the speed is reduced by 5.
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Taking down most engines of a ship seems not to reduce its velocity in proportion. It's strange.


I don't know about that. When I was taking out the engines on a Tanen, the lower the integrity, the slower it went... until it was traveling at 6m/s at 10% Engine... I wanted to call it the Snail. :p
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Offline TrashMan

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You sure? I'm sure they didn't implement proportional damage becouse of possible stock campaign issues.


A simple way to link speed would be with EngineWash. Bigger engine have bigger wash and hte calculation would be simple.

EgineWash1 +  EgineWash2 + EgineWash3 = X (100%)

If egnine1 is destroyed then MAx Speed is reduced by EngineWash1 (value compared to total..in %).. Simple.
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