
Gryffyn Civire
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Posted - 2005.07.14 15:04:00 -
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Ideas based on broadening 'environment' to 'tactical circumstance'.
Ammunition Explosion:
On the rare occasion that a vessel is carrying a quantity of missiles /smartbombs, those items have a minute chance of being ignited as a secondary explosion (perhaps related to overkill from final shot) on ship destruction.
Effect: Smartbomb like explosion in a blast radius. Ships are required to maintain distance from one another.
FOF Missile Activation:
On the rare occasion that a vessel is carrying a quantity of FOF missiles, a small number of those missiles have a minute chance of surviving ship destruction and randomly locking on and pursuing bystanders.
Effect: Both friend and foe of victim ship face 1-3 missile strikes. Lock of missile may be transferred by flying within close proximity to another ship.
Active Wreckage:
On the destruction of a ship (perhaps due to a wrecking shot) one or more subsystems survive - literally severed from the main ship wreckage.
- Ship Hulk: For a limited period of time the stricken hull remains, floating as a navigational hazard, offering a false lock, threatening to explode.
- Severed Weapon system: For a limited period of time, a weapon system, attached auxiliary reactor and targeting system survive the destruction of a vessel randomly firing at those nearby (perhaps with a priority to last fired upon vessel).
- Severed propulsion drive: For a limited period of time, a propulsion engine survives the destruction of its mothership, a crude missile threatening random nearby vessels, whilst it travels at maximum+ speeds.
Ship-damage Side-Effects:
- Smoking vessel: A badly damaged vessel has a minute chance of catching alight. It takes damage over time until the fire is extinguished. It spews smoke behind itself, relative to its velocity, which offers a 'smokescreen' causing loss of sight and lock to vessels obscured.
- Electro-magnetic discharge: A vessel has a minute chance of generating a discharge, as its shields fail. This will leap from afficted vessel to nearest shields active vessel resulting in a capacity recharge bonus or penalty for a short period of time (dependent on activation a cap related module to catch / counter the efect?)
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