Author Topic: Effects of blasting subsystems?  (Read 16823 times)

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Offline azile0

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Effects of blasting subsystems?
So, I was wondering what the effects of destroying subsystems were? Obviously destroying engines stops craft from moving, but what about weapons, Nav, Comms, and Sensors?

Weapons, I've heard reduces accuracy of turrets
Communications, I have no idea.
Navigations, no idea.
Sensors are supposed to stop turrets firing at you, but never works for me.
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Offline Gibbusflame

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Re: Effects of blasting subsystems?
I can't remember, but I think that either Nav or Comm is supposed to knock out targeting/tracking abilities (whatever you want to call it).
Weapons (based off of personal experience) knocks out the ability to fire, but I'm not sure about Cap ships.

Never thought about this before, I wanna go fly now :p

Edit: Sensors, sensors? Hmm, I don't know about this one :p

 

Offline Droid803

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Re: Effects of blasting subsystems?
Well on fighters if destroyed:
Weapons = No Firing Primaries/Secondaries
Communications = No sending/recieving messages (except support ship)
Navigation = No jumping (enabled via AIProfiles.tbl)
Sensors = No radar/targeting
Engines = No moving

On CapShips:
Weapons = Turrets fire less accurately/less often
Communication = No sending messages/recieving orders
Navigation = No jumping (enabled via AIProfiles.tbl)
Sensors = Nothing
Engines = No moving
(´・ω・`)
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Offline Retsof

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Re: Effects of blasting subsystems?
You think it could be done so that the weapons system causes turrets to fire much less often, and the sensors causes them to fire much less acurately?
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Offline Droid803

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Re: Effects of blasting subsystems?
Probably would be another AI Profile option even if it was implemented.
(´・ω・`)
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Offline High Max

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Re: Effects of blasting subsystems?
Let me guess. Reactor: Self destruct if feature is enabled in AIProfiles.tbl. Also, I know if a fighter bay is destroyed, it can stop fighters from being launched, but that doesn't seem to work on the final mission of Silent Threat on the Hades. So I'm guessing it is an AI enabled thing too. There are also several other uncommon subsystems depending on the ship. Also new ones on certain models that probably don't do anything if destroyed. Like collector (gas miner), (radar dome) AWACS, blade, core, shell (comm node) and fan-made models that have things like hanger, cryo-chamber, ect. Oh yeah, what if you destroy the bridge on a Typhon or a solar panel on a Fenris or Leviathan? What about a radar dish on other ships?
« Last Edit: June 30, 2009, 10:27:14 pm by High Max »
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Offline Sushi

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Re: Effects of blasting subsystems?
As far as I know, most "special" effects from destroying subsystems have to be done by the FREDder (and most anything you can imagine is possible). IMO this is better than having hardcoded values (even if toggled in AI Profiles) and gives a lot more flexibility in how things are handled. For example, maybe on one ship destroying the reactor is just like destroying the engines, but for another it would cause catastrophic explosion. Both fairly easy via FRED, totally not worth writing into the .exe in any way.


 

Offline colecampbell666

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Re: Effects of blasting subsystems?
I didn't think that fighterbays were destructable.
Gettin' back to dodgin' lasers.

 

Offline High Max

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Re: Effects of blasting subsystems?
They are even though there is no obvious integrity percentage for it listed next to the subsystem. I know because I destroyed fighter bays before. One should try a Moloch or any corvette first to prove it since its fighter bay can be destroyed the fastest, I believe.
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Offline Droid803

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Re: Effects of blasting subsystems?
Some fighterbays are destructable, most aren't.
Indestructable ones launch fighters regardless. The one on the Hades is probably this type. Alternatively, they could have been no-warp arrivals in the launch bay...donno...

Self-destructs for losing Reactors or Crystal are FREDded, not AI profiles.

I wish turret refire rate and accuracy could be changed in FRED separately. (Changing the turret AI class does...both IIRC, or it doesn't affect accuracy at all.)
(´・ω・`)
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Offline Killer Whale

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Re: Effects of blasting subsystems?
On CapShips:
Weapons = Turrets fire less accurately/less often
Communication = No sending messages/recieving orders
Navigation = No jumping (enabled via AIProfiles.tbl)
Sensors = Nothing
Engines = No moving
So if you destroy the comm or nav of the sathanas, it can't jump out, and you can destroy it? (if you can be bothered)

 
Re: Effects of blasting subsystems?
I don't suppose it's possible to create a script to make ships self-destruct when all the reactor subsystems are destroyed?
* Flaming_Sword is a lazy fredder. :D

 

Offline Dragon

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Re: Effects of blasting subsystems?
Just port one event from "Good Luck" (FS1 final mission to destroy Lucifer).

 

Offline IceFire

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Re: Effects of blasting subsystems?
I don't suppose it's possible to create a script to make ships self-destruct when all the reactor subsystems are destroyed?
* Flaming_Sword is a lazy fredder. :D
Even the most lazy of FREDDers can script that one :)
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Offline Ziame

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Re: Effects of blasting subsystems?
Even I can FRED that. Though I have always been thinking: WHY DO THE PSAMTIK (can't spell hachepsoot), HAVE BRIDGE. I think they had something in mind with it...
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Offline azile0

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Re: Effects of blasting subsystems?
On CapShips:
Weapons = Turrets fire less accurately/less often
Communication = No sending messages/recieving orders
Navigation = No jumping (enabled via AIProfiles.tbl)
Sensors = Nothing
Engines = No moving
So if you destroy the comm or nav of the sathanas, it can't jump out, and you can destroy it? (if you can be bothered)

Maybe. I'd have to test that, like in the mission where the Colossus kicks the bucket.
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Offline Droid803

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Re: Effects of blasting subsystems?
Well, the Comm definitely won't prevent it from jumping.
FREDded orders are still completed, just player orders can't be given (and it's not like you can order hostiles anyway).

Nav will stop it from jumping if the AI Profiles option is enabled. (You just have to knock its nav below 30% IIRC).
(´・ω・`)
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Offline High Max

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Re: Effects of blasting subsystems?
What's the point of the bridge though? It just seems to be there and doesn't do anything when destroyed, but in reality, you destroy that and the ship will probably go down or be disabled in everyway possible. That's the brains of the ship, both when it comes to controls and when it comes to the people in that section, in most ways, I think.
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Offline Droid803

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Re: Effects of blasting subsystems?
You could always FRED it like that!
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Offline S-99

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Re: Effects of blasting subsystems?
On CapShips:
Weapons = Turrets fire less accurately/less often
Communication = No sending messages/recieving orders
Navigation = No jumping (enabled via AIProfiles.tbl)
Sensors = Nothing
Engines = No moving
So if you destroy the comm or nav of the sathanas, it can't jump out, and you can destroy it? (if you can be bothered)
Only if you destroy navigation. Communications has nothing to do with warping out.
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