more lifesuport failures

Post ideas and suggestions on new features or improvements here.
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posted on September 7th, 2010, 6:23 am
What about making a seperate command next to the attack button for a new disable ship command which basically cripples it instead? :borg:
posted on September 7th, 2010, 6:27 am
Ducky wrote:What about making a seperate command next to the attack button for a new disable ship command which basically cripples it instead? :borg:


good idea,I would futher expand on it.What about option to attack any subsystem.Little too much complex but I would love it
posted on September 7th, 2010, 6:41 am
That is a nice idea.  It wasn't always "shoot to kill".  Could be very useful for the eventual campaign where you need to capture a ship instead of destroying it.

If possible to do and you attack certain systems (IIRC you did this in Bridge Commander) then the miss chance has to go up for Tops and Pulses and the chance for them to hit the wrong part of the ship, and even phases should have a chance to mis-target.  Regardless, I would expect shields to be down anyway unless its something like a Klingon shield breaking torpedo.  Overall it should take longer to achieve the desired result as opposed to simply blowing it up exposing your own ships to prolonged battle in order to achieve your aims.

If you knocked out life support it would still be difficult actually swiping the ship as beaming aboard will just kill your own crew as they try and repair life support (you would think boarding teams would take for example... masks with air supply).  Would be good to have ships with tractor beams behind your fleet ready to move in or Fed Repair ships.
posted on September 7th, 2010, 7:03 am
I mostly play Klingons and I hate it that I get so many system failures with my KVorts and Brels, it's the same with breen cruisers btw, all the ships having that passive. It's very annoying that a system failure for engines or life support actually takes your ship out of the game, because they need ages to repair those systems. It's weird that the crew drops that fast, you need hundreds of warriors to save a single ship  :pinch:.
I like the idea with disabling ships, though and it would be interesting if ships with Singe Stage energy conduits weren't the only one's to lose subsystems, however not the life support please.  :innocent:
posted on September 7th, 2010, 10:30 am
dob wrote:why I see it happening once every three-four hours of pure gameplay? ( I play with fog and shroud off )


sounds like you are playing against the computer a lot. against the computer you will likely have your ships destroyed instead of just disabled.

in online play u will notice that ships do lose life support quite a bit. at least once a match as klinks. or engines, then u have to rescue the ship.
posted on September 7th, 2010, 5:18 pm
Instead of the "disable ship" button, there should be something like sub-system targeting and you can select weapons, engines, life support.  I think this idea was already discussed at some point though.
posted on September 7th, 2010, 5:33 pm
Borg101 wrote:Instead of the "disable ship" button, there should be something like sub-system targeting and you can select weapons, engines, life support.  I think this idea was already discussed at some point though.


It was indeed - it's just too difficult to implement for an RTS. That's what special weapons are for :D
posted on September 7th, 2010, 6:42 pm
Myles wrote:sounds like you are playing against the computer a lot. against the computer you will likely have your ships destroyed instead of just disabled.

in online play u will notice that ships do lose life support quite a bit. at least once a match as klinks. or engines, then u have to rescue the ship.




I think it would be other way. group of AI ships,they fire at many different target while group of human ships fire usually at one target.Basicly when you play agginst human,when ships shields are down,theres flying so much torps towards it that its practicly  destroyed even if it dont have any crew at that time.
posted on September 7th, 2010, 6:51 pm
dob wrote:I think it would be other way. group of AI ships,they fire at many different target while group of human ships fire usually at one target.Basicly when you play agginst human,when ships shields are down,theres flying so much torps towards it that its practicly  destroyed even if it dont have any crew at that time.


that's wrong, the ai automatically gang rapes one ship at a time. the weakest defensively usually. try making a scout and seeing them fire enough weapons to fry 10 scouts in the first volley, all wasted on destroying 1 scout.

in online multiplayer u see ships get disabled a lot more. they are trying to run and that last pulse kills its engines.
posted on September 7th, 2010, 10:22 pm
I now noticed something small ship are much more prone to lifesuport failure,I want more lifesuport failures for bigger ships and stations.... 
posted on September 7th, 2010, 10:57 pm
An awesome idea.

Here's a simple idea that would make fixing ships much easier.

Under the advanced commands menu, give ships the "Activate emergency Forcefields" button.  While this mode is active, IF the shield subsystem is operating the ship's shields will drop (as if it were broken) and the crew will not die from broken life support.

Thus if a ship has broken life support, it can choose to fake-repair it in exchange for its shields.  A ship in relative safety would be easier to get moving again but vulnerable to attack.  Activating the ability during combat would be extremely dangerous, but if you're fast enough could still save a ship that successfully got away but had life support damage.  If the ability is deactivated before life support is properly repaired, or if the shield subsystem is damaged as well, the crew continue to die.
posted on September 7th, 2010, 11:14 pm
Tryptic wrote:An awesome idea.

Here's a simple idea that would make fixing ships much easier.

Under the advanced commands menu, give ships the "Activate emergency Forcefields" button.  While this mode is active, IF the shield subsystem is operating the ship's shields will drop (as if it were broken) and the crew will not die from broken life support.

Thus if a ship has broken life support, it can choose to fake-repair it in exchange for its shields.  A ship in relative safety would be easier to get moving again but vulnerable to attack.  Activating the ability during combat would be extremely dangerous, but if you're fast enough could still save a ship that successfully got away but had life support damage.  If the ability is deactivated before life support is properly repaired, or if the shield subsystem is damaged as well, the crew continue to die.



good idea,I support it
posted on September 7th, 2010, 11:17 pm
I'm in favor of increased subsystem vulnerability across the board, not just with life support.
posted on September 8th, 2010, 6:17 am
Redshirt wrote:I'm in favor of increased subsystem vulnerability across the board, not just with life support.


Only if it repairs are quicker.  In the shows we always saw how when a subsystem went down, Kirk/Picard/whoever would ask their engineer "How long to get the X back online?"

The usual response was "at least a day captain" and the captain said "you have 2 minutes".

Then Scotty (or whoever) would get it done in 1 minute.

This was parodied by Scotty himself in one of the star trek episodes or films as a I recall.  Maybe someone can remind me which it was.  Where another engineer tells the captain that it will be done in X time and scotty says that he is doing it all wrong, that you should always at least double the amount of time, so that when you fix it quicker you look like a genius.
posted on September 8th, 2010, 6:19 am
Last edited by Tyler on September 8th, 2010, 6:23 am, edited 1 time in total.
Relics, I think. He asked Geordi how long repairs would really take, expecting him to have the same habit.

The only subsystems I'd expect to be more vulnerable would be weapons and engines, since those seem to be the most accesible to weapons fire.
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