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Armour & penetration

Started by March 19, 2015 09:17 PM
10 comments, last by Orymus3 9 years, 9 months ago

Well said Gian.

To bring it back around to space time fun. "unarmored" could just be ships with light enough armor that the explosive blast penetrates*. The infantry of the stars are basically drones, fighters and bombers, maybe some of the really lightly armored corvettes, maybe troop transports if you're going to do boarding parties. Or civilian ships, depending on the scenario.

Depending on how you plan on modelling damage, if you are doing it somewhat physics based, you could have the explosive shells damage everything in a radius after penetrating their target, hitting all nearby systems, while a non explosive round would just travel farther through in a straight line. Or if it's done all statistically, just have the chance of hitting multiple systems with the explosive rounds be higher than the non-explosive ones.

*Yeah, the physics of explosions in space, there is little to no blast wave, so it'd have to be shrapnel or whatever, you could spawn smaller bullets/fragments when the shell explodes, like the old Chmmr ships from Star Control.


I tend to prefer systems where projectiles' efficiency is governed by a global set of rules, as opposed to a global set of variables. I find it more appealing as a player as well.

Could you expand on this further, I'm not sure I follow. If I am parsing it correctly, using your example above, those shield types would all be the same across all ships, ie there would not be a RefractiveShield strength X, but just RefractiveShield.

What I mean, is to have a variety of shields where each has a different balance:

Shield A:

Deals more damage over time

Limited slow effect

No Refraction

Shield B:

Deals NO damage over time

no slow effect

Great refraction

Shield C:

Deals moderate damage over time

Great slow effect

limited refraction

Etc.

That way, you can pick whichever fits the best with your playstyle. A dodger/dogfighter will probably go for a straight "refraction" or slow, as it will pull out before the projectiles hits, whereas a tank might go straight for the highest mitigation (damage over time) possible.

Some shields would allow for intermediate results which are better against unknown situations (handle most situations) but are never optimal. This mitigates risk and puts emphasis on player skill, etc.

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