Weapon ODF Command hullDamageMultiplier

Post ideas and suggestions on new features or improvements here.
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posted on May 28th, 2011, 6:12 pm
I understand that it would be a very complex process.  I also understand that it may not be high priority or near future.  But can it be looked into as a future feature.
posted on May 28th, 2011, 8:12 pm
If I understood your idea correctly, you should be able to create a work-around to get the desired effect. For example your units could have the weapon which deals the bleeding damage and a weapon that deals the base damage. The amount how much the damage bleed you can specify by having different damages for both weapons. The other weapon could be invisible (you could check Nova's weapons).
posted on May 28th, 2011, 9:37 pm
Workarounds are too complex.  Especially when creating them for what, 7,000 weapons and 2,000 ships/stations.  It would be easier to define it in the code once, than utilize that one code 7,000 times rather than to create 7,000 workarounds.
posted on May 29th, 2011, 12:15 am
i still dont see the real issue why that would require new code

use low hull values and small bleed-through values. That way your shields are strong, and bleed through damage only slightly teckels the hull. once your hull is it, the ships go boom.
posted on May 29th, 2011, 9:02 pm
Last edited by Anonymous on May 29th, 2011, 9:33 pm, edited 1 time in total.
But some weapons will deal more damage to the hull than they do the shields and vise versa.  That's why I'm requesting the damage multipliers.  Although many weapons will have it at 1x, some weapons will be different.  Some passives should also only affect ships only while shields are up.  Something like the monsoon for example:

Code: Select all
damageBase = 12
damageShieldMultiplier = 1
  "fed_monsoon.odf" 0.5
  "fed_defiant.odf" 1
damageHullMultiplier = 1
  "fed_monsoon.odf" 1
  "fed_defiant.odf" 0.5


Makes for more complex passives too :)

It's also more realistic.
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