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weapons screen wishlist: target specific systems #347
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The particular vision you describe is a pretty big ask, though it is one I've vaguely thought about before as well.
Finally, here's a funny thing... take a look at this old video from 2016: https://www.youtube.com/watch?v=nTBiM5zJi8A In that video, the combat seemed somewhat compelling to me. There was a sense of danger, of almost dying, but pulling it off in the end. Funny thing is, unbeknownst to me at the time, there was a bug such that each hit on the player ship essentially set the health to a random number. There was no systematic damage. In the video I attributed some "healing" of the ship to the repair robot, but really it was hits from the NPC ship setting various system healths to random numbers. Fixing this (which I did) I think might have made the gameplay worse. Hairy battles like this don't really happen anymore, because player health in a battle steadily decreases, steadily debilitating the ship, mitigated by the repair robot somewhat, but not the violent swings in capability that the random health setting introduced. I found that to be a pretty interesting lesson, from a gamplay design standpoint. So anyway, this isn't something that can be whacked out in a week or two. |
My observation is that being able to target specific systems has been a reliable source of fun — and, like tactical weapons stations on autofire, a cause for close coordination between helm and weapons stations — in other bridge sims. I have some ideas for how to do it in code, and in particular how and when to pack and unpack the data about NPC ships based on proximity to (and targeting by) player ships. But I'm not sure it's actually more complicated than giving each NPC ship a damage array corresponding to systems. Making NPC ship behaviors (and abilities) depend in any way on that array is a separate thing. |
Would be lovely to be able to see, once science has sufficiently scanned a target ship, little crosshairs on specific systems on their ships.
Combined with zoom (issue #346 ), this might make it possible to aim at and hit those subsystems.
And if I can damage the weapons systems on a ship, and enough other systems that they lose morale in some sense, can I hail them and ask them to surrender? What happens then?
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