Losing the Weapons subsystem.

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posted on February 20th, 2010, 4:55 am
While Testing my BSG Mod, it seems that the ships lose the weapon subsystem a whole lot.  I can't figure out how to stop it from happening.  Mal had said something about the borg having the same problem, and the Devs made the weapons invincible, but I can't see how in the odfs.

    Does anyone know how I can make it so a ship can't lose its weapons subsystem?
posted on February 20th, 2010, 5:36 am
I haven't peaked at the ODF's yet for this particular quandry, but can't you futz around with the subsystem health?
posted on February 20th, 2010, 5:38 am
I can do that, but it didn't seem to help, and it doesn't stop the computer from targeting it/focusing fire on it.
posted on February 20th, 2010, 5:41 am
What about these lines?

Cube

enginesrepairtime = 0.05
lifesupportrepairtime = 0.0125
weaponsrepairtime = 0.0001
shieldgeneratorrepairtime = 0.05
sensorsrepairtime = 0.05
engineshitpercent = 2
lifesupporthitpercent = 2
weaponshitpercent = 0
shieldgeneratorhitpercent = 0
sensorshitpercent = 0

B'rel

weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
engineshitpercent = 7.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 71.0f
posted on February 20th, 2010, 12:16 pm
yep, thats it :)
posted on February 20th, 2010, 2:16 pm
Why do you want to prevent their loss? It's realistic.
posted on February 20th, 2010, 2:23 pm
Ah the start of Dominus's modding career  :lol:
posted on February 20th, 2010, 3:45 pm
:lol: Well, I think most of the ODF's are pretty self-explanatory - heck, they are named (if they weren't ... that would be a very different story) :D
posted on February 20th, 2010, 3:48 pm
we heard that a borg vessel is still online when more than half of its mass is destroyed (or something similar, can't quote it right now). And of course there are balancing reasons. Borg have no shilds and losing a cubes weapons equals to using the weapons of a whole fleet for other factions, thats just a bit to heavy :)
posted on February 20th, 2010, 3:50 pm
i agree with optec's assessment, the quote was from tng where it was said that it could function if 80% of it was gone. the borg need heavy duty systems
posted on February 20th, 2010, 4:21 pm
Well I'll try again, but that is what I used to fix it. :blush:

Anyway thanks for the help.

Tyler wrote:Why do you want to prevent their loss? It's realistic.


Realistic for the Colonials, but the Cylons lose theirs really fast atm, and it takes forever to get them back.  It leaves them defenseless, and is really anoying.  Tis why I want to fix it :thumbsup:
posted on February 20th, 2010, 4:58 pm
Well, cant we simply change the characteristics of the borg weapon systems (or every weapon system)?

We have 2 or 3 weapons on board a ship, and if we hit the weapon subsystem, a single weapon can go offline or if it is damaged, the time to the next shoot will increase.

So damage of a weapon, like a graviton torpedo:
0% - 5%: Decreasing reload time to 5%
5% - 15%: Reload time reduced by 20%
15% - 25%: Reload time reduced by 33%
25% - 33%: Reload time reduced by 50%
Damage > 33%: Weapon goes offline

With this, we may be able to create a sheet for every race, so the Feds will get subsystems, that fall out at lets say 25%, the klingons and rommies at 33% and the borg subsystems will fail at 50%.

I dont know if the engine is able to seperate the ship systems in one over-system like "weapons" so that your torpedo launcher will fail, but we may include something like hull and system damage.

The hull-damage is the same like the system damage, but the damage on the systems is taken to the systems in a seperate way. So you get 50 damage points for example, and you have a hit-map on a ship, like the numbers from 1 - 20.

1 - 2 = life support
3 - 4 = sensors
5 - 6 = weapons
7 - 8 = shields
9 - 10 = Engines
11 - 20 = damage ignored, only hull damage

You throw the dice and get a 7 for example, then you get 50 damage points on the shields, but the shields have 150 'live points' (The systems have more life points together than the hull) than the shields are damaged by 33%. If you are a klingon player. you are in luck, if you are a fed player... shields are gone.

Something like that. So you attack a borg ship wil 30.000 hull points and hit the weapon subsystem. You make 100 points damage on it and lets say the weapon subsystem got 10k points on it. Then you made a damage by 1%. And slowly you take it out...
posted on February 20th, 2010, 5:01 pm
not exactly how it works. each weapon is not separated under the susbystem, the susbystem encompasses all weapons, so disabling one is not possible like that.

as far as I know :sweatdrop:
posted on February 20th, 2010, 6:14 pm
Indeed Adm. Zaxxon... even disengaging systems is quite hard - that's what will eventually happen for the cloak system (which will make me so much happier... as often times if you receive damage to your weapon system and cloak... well, you lose the weapon system and decloak instantly  :crybaby: )
posted on February 20th, 2010, 9:20 pm
Last edited by Tyler on February 20th, 2010, 9:25 pm, edited 1 time in total.
myleswolfers wrote:i agree with optec's assessment, the quote was from tng where it was said that it could function if 80% of it was gone. the borg need heavy duty systems

I meant weapons in general, and I think it was 79% for a Cube. Doubt the smaller ships would be as durable, though. Decentralized systems should work better for larger ships, smaller ones have lss to hit so they're likely to have a harder time keeping systems out of the firing line than a Cube.

Adm. Zaxxon wrote:Realistic for the Colonials, but the Cylons lose theirs really fast atm, and it takes forever to get them back.  It leaves them defenseless, and is really anoying.  Tis why I want to fix it :thumbsup:

Ah, now I see.
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