Hull dmg influence & Fleet cap
Post ideas and suggestions on new features or improvements here.
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posted on June 11th, 2009, 12:29 pm
Hi,
i would like to see a Fleet cap (0 (standard), small, medium, big) because i dont like to play against higher difficulties (big time vessel spam destroys my fun).
Another idea i got while playin was that hull dmg needs to have a bigger influence on subsystems and crew. I mean, a ship got nearly destroyed but the crew is still at 90% and subsystem failures are happening not rly often. Dont know if this is possible balance wise but i hope so.
i would like to see a Fleet cap (0 (standard), small, medium, big) because i dont like to play against higher difficulties (big time vessel spam destroys my fun).
Another idea i got while playin was that hull dmg needs to have a bigger influence on subsystems and crew. I mean, a ship got nearly destroyed but the crew is still at 90% and subsystem failures are happening not rly often. Dont know if this is possible balance wise but i hope so.
posted on June 11th, 2009, 12:38 pm
I'm not sure exactly what you mean by fleet cap. Do you mean a cap on build limit, or some king of a handicap?
posted on June 11th, 2009, 12:47 pm
A cap on the number of vessels seems like a bad idea, but hull damage having an effect of the crew level would most definitely be very interesting.
posted on June 11th, 2009, 12:52 pm
A mix between Fleetops and Vanilla-A2 would be great, because in Vanilla the Subsystems and Crew was often destroyed/dead, but the hull had 50%; With Fleetops the Crew and Subsystems are at 95%, but the Ship is destroyed.
I'd like a value of destruction and crew reduction between these.
I'd like a value of destruction and crew reduction between these.
posted on June 11th, 2009, 12:56 pm
Last edited by Zebh on June 11th, 2009, 2:22 pm, edited 1 time in total.
I think it is stupid if a torpedo hits a ship it loses some crew, like in vanilla A2
edit: I mean when shields are up
edit: I mean when shields are up
posted on June 11th, 2009, 1:00 pm
Andre27 wrote:A cap on the number of vessels seems like a bad idea, but hull damage having an effect of the crew level would most definitely be very interesting.
Well, this cap would just be an extra option. And if u dont change it the cap would be 0 like it is now.
I thought about it just for people like me, that most time play against the AI and want to try higher difficulties without being a spam victim of the AI.
posted on June 11th, 2009, 1:08 pm
Zebh wrote:I think it is stupid if a torpedo hits a ship it loses some crew, like in vanilla A2
Only if the hull is damaged. So normaly the shields protect ur crew and subsystem but if the shield fail and a weapon deals direct hull dmg or a special weapons goes right through the shields, there should be a chance of a "small" crew loss or subsystem failure. Its like in the movies, things explode.. people die.. and systems fail as soon as the good old enterprise gets slowly torn apart.
posted on June 11th, 2009, 1:39 pm
Zebh wrote:I think it is stupid if a torpedo hits a ship it loses some crew, like in vanilla A2
So you want hull impacts (and breaches) to not effect te crew in the area? Humans walking through explosions, doing their job unhindered, would be strange.
posted on June 11th, 2009, 1:50 pm
Last edited by Dominus_Noctis on June 11th, 2009, 2:20 pm, edited 1 time in total.
He meant killing off the crew before the ship exploded I think 
I mean, in AII, that got really annoying: torpedoes hit the shield and the crew died regardless...
EDIT: sorry meant shields, not hull

I mean, in AII, that got really annoying: torpedoes hit the shield and the crew died regardless...
EDIT: sorry meant shields, not hull

posted on June 11th, 2009, 1:56 pm
Dominus_Noctis wrote:He meant killing off the crew before the ship exploded I think
I mean, in AII, that got really annoying: torpedoes hit the hull and the crew died regardless...
What?
ome is correct, ships taking damage should lose more crew and subsystems should basically have lower hitpoints all around.
If we're talking cannon, then really half the crew should be dead by the time the sheilds fall due to their stations spasmodically erupting in fire!

posted on June 11th, 2009, 2:03 pm
What about a damage scale?
I was thinking that if the health is below 50% than the ship will show some damage, below 30% there will be multiple hull breaches cutting across the ship once it goes below 15% than the ship could start losing some parts. At this point they need to go to a ship yard in order to repair. Plus another thing with being below 15% is that a critical hit can insantly destroy the vessel even if the weapon itself is not strong enough to normally take down the ship. Critical hits should be essential in battle, because critical hits are where the ship is weakest and least armored.
I was thinking that if the health is below 50% than the ship will show some damage, below 30% there will be multiple hull breaches cutting across the ship once it goes below 15% than the ship could start losing some parts. At this point they need to go to a ship yard in order to repair. Plus another thing with being below 15% is that a critical hit can insantly destroy the vessel even if the weapon itself is not strong enough to normally take down the ship. Critical hits should be essential in battle, because critical hits are where the ship is weakest and least armored.
posted on June 11th, 2009, 2:07 pm
I don't think Critical hits are possible in A2, that's closer to BC.
posted on June 11th, 2009, 2:09 pm
The Devs could at least try, because if they pulled that off than it could really make things more realistic.
posted on June 11th, 2009, 2:21 pm
@ Exodus, sorry I meant shields, not hull 

posted on June 11th, 2009, 2:24 pm
Dominus_Noctis wrote:He meant killing off the crew before the ship exploded I think
I mean, in AII, that got really annoying: torpedoes hit the hull and the crew died regardless...
This could occur but very rarely.
What could happen often is that a crew on a heavily damaged vessel is reduced drastically (60%-80% dead) and if the life support system fails the hole crew could be lost soon in this case.
Something like that happens now also (life support fails and hole crew is lost soon) but subsystems now rarely fail because of hull dmg and the crew lost through hull dmg right now is rly low.
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