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Eris Sotken
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Posted - 2011.06.11 19:30:00 -
[1]
What if damage to sub systems was introduced into combat. This would be in the form of damage to engines, capacitors, cpu's,etc. For example; if your engines were damaged you would have limited manuevering and would not be able to fly at top speed. Same with your capacitor if it was damaged, you would not have as much power to draw on. Any thoughts welcome.
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Qulticaret Pic
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Posted - 2011.06.11 20:10:00 -
[2]
This would be fun, but it sounds laggy.
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Feligast
Minmatar GoonWaffe Goonswarm Federation
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Posted - 2011.06.11 20:35:00 -
[3]
Star Trek Online -------------------------->
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Somal Thunder
Test Alliance Please Ignore
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Posted - 2011.06.11 20:37:00 -
[4]
This has already been proposed, years ago and very often, it has even been addressed at fanfests and in developer blogs.
The verdict: Combat situations currently do not last long enough for targetable subsystems.
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Qulticaret Pic
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Posted - 2011.06.11 20:41:00 -
[5]
he didnt say targetable, just that they would take damage.
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RavenTesio
Caldari Liandri Corporation
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Posted - 2011.06.11 23:35:00 -
[6]
I think that SubSystem damage would actually make a lot of sense.
Although think of it like this... Right now the Tech 3 ships use 5 Sub-Systems:
Electronic Engineering Propulsion Defensive Offensive
This isn't module specific, but basically all modules do kinda fit in to these 5 Catagories.
While you can say "Engagements do not last long enough for this to matter", there are OFTEN occassions; particularly in Low-Sec where engagements are smaller and will often last much longer. This is especially true when dealing with larger ship classes in the smaller ship classes.
For example Assault Frigates / Cruisers taking on a Battleship.. or another example being Battlecruiser/Battleships taking on a Super-Capital;
These might seem like very specialised situations, but they happen more often than you would think. Currently any case like this happens you either run, or get comfortable for a pure slugfest.
If on the other hand by specifically targetting SubSystem you can help disable or perhaps reduce the effectiveness what a module that relies on it; this would probably push for smaller scale PvP.
I don't just mean this for just ships either, but everything; such-as Structures.
If sub-system targeting required extra lock-time, also had the added issue of having a smaller signature radius (due to aiming at something specific) ... plus taking out a specific SubSystem would not mean a quick way to subvert shields / armour tanking.
It would completely dictate the effectiveness of the modules on the ship, the concept would be to reduce the effectiveness. These SubSystems would eventually repair themselves to a degree, and not be completely seperate from the main Shield/Armour/Structure aspects.
This wouldn't be to replace how we currently fight, as yeah right now sometimes the most effective means of doing something is a blob; but it would make a good counter to blobbing unless it's completely ridiculously one sided.
Sure as I said this could end up being very situationally used; but think about how over-heating changed the dynamics of fights, I think this could have a similar sort of impact; and not be something that would require skills to achieve it.
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Tamahra
Gallente Apina. United Pod Service
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Posted - 2011.06.12 04:51:00 -
[7]
interesting idea, it would open up alot more options for combat, but it could also unbalance the game in a very nasty way.
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Michela
Bosun Shipyards
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Posted - 2011.06.12 04:56:00 -
[8]
Originally by: Tamahra interesting idea, it would open up alot more options for combat, but it could also unbalance the game in a very nasty way.
Agreed. And, I'm sure many would find a way that thoroughly abuse it. |
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