An idea for cockpit damage mechanics for balance
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there was always the problem of a ship being doomed in se1 from one random lucky shot that could ruin the battle fun. I think with the new damage systems in se2 a way to fix the problem is the have something id like to call damage scaled zones. such as if it is shot into the player it will cause engineer damage and certain other spots on the cockpit like the controls and such will do more block damage instead of just the glass totaling the whole thing. kind of like a built cockpit where the glass and armour are separate from the controls. i believe this solution would make use of the new features and improve ship survival.
I like the idea, but do not think that it will be enough to extend combat time in a small fighter.
The drill like barrage of bullets and shells is too much for your idea alone to do much.
The cockpit on a small ship should be one of the most heavily protected areas, if not the most.
One of the easiest ways to prolong combat time is to disable the AI from targeting cockpits and cameras.
Improved armour and possibly a localised cabin shield for the cockpit is a must. Though the shield and armour must not be OP and only extend combat time long enough to find the combat satisfying, even when loosing.
I like the idea, but do not think that it will be enough to extend combat time in a small fighter.
The drill like barrage of bullets and shells is too much for your idea alone to do much.
The cockpit on a small ship should be one of the most heavily protected areas, if not the most.
One of the easiest ways to prolong combat time is to disable the AI from targeting cockpits and cameras.
Improved armour and possibly a localised cabin shield for the cockpit is a must. Though the shield and armour must not be OP and only extend combat time long enough to find the combat satisfying, even when loosing.
And this idea will end up with spaceships armored with indestructible cockpits... that'll be the "real fun"... a truly engineering solution...
And this idea will end up with spaceships armored with indestructible cockpits... that'll be the "real fun"... a truly engineering solution...
Adding power transmission via wires will solve the problem with combat, the ships will start working more logically, you, like other players, will stop fighting until total destruction, because now you are afraid that you may get to where the wires that power an important part of the ship are located. As a result, it will finally turn space lego into Space engineers.
Adding power transmission via wires will solve the problem with combat, the ships will start working more logically, you, like other players, will stop fighting until total destruction, because now you are afraid that you may get to where the wires that power an important part of the ship are located. As a result, it will finally turn space lego into Space engineers.
The problem isn't the cockpit durability, its that most people put an unprotected cockpit on the nose of their fighter and then fly face-first strait in to turret fire, or they fly strait "sideways" with the cockpit still the first thing between the bullets and the rest of the fighter.
The problem isn't the cockpit durability, its that most people put an unprotected cockpit on the nose of their fighter and then fly face-first strait in to turret fire, or they fly strait "sideways" with the cockpit still the first thing between the bullets and the rest of the fighter.
cockpit durability is most definitely an issue in SE1. I solved the issue for my custom cockpits by doing 2 things, extra health, and a damage resistance built in. The cockpits can absolutely still die or be severed from the rest of the grid rendering them useless, but they no longer die to 1 or 2 gatling hits. Now that in mind how people build and actually fly their ships is a huge factor as well. Far too many people love to fly fighters around with no decoys or anything to draw fire away from the cockpit. On top of this, alot of people, well they don't know how to fly or fight in a 3d cube as well as they think they do to put it bluntly.
Could something like this proposal work, to a degree yes. However I don't see it working as well as you're hoping. A well placed shot in the cockpit is still going to do some damage as it should. Cockpits shouldn't be invincible, but they shouldn't be so weak you can fart next to them and kill them. At some point design and skill using said design have to enter into the picture. Because there's only so much just messing with the health and damage resistances can do. Your best defense is not getting hit to start with, your second best is in good design so the cockpit isn't so vulnerable. I'm using the example of a fighter as it's a prime example of complaints I see when dealing with cockpits. Even if we do something like I did and turn up the health and damage resistances, have a proper design and have mastered the use of said design, there is still going to be that one lucky scenario that can absolutely body a design as nothing is invincible.
cockpit durability is most definitely an issue in SE1. I solved the issue for my custom cockpits by doing 2 things, extra health, and a damage resistance built in. The cockpits can absolutely still die or be severed from the rest of the grid rendering them useless, but they no longer die to 1 or 2 gatling hits. Now that in mind how people build and actually fly their ships is a huge factor as well. Far too many people love to fly fighters around with no decoys or anything to draw fire away from the cockpit. On top of this, alot of people, well they don't know how to fly or fight in a 3d cube as well as they think they do to put it bluntly.
Could something like this proposal work, to a degree yes. However I don't see it working as well as you're hoping. A well placed shot in the cockpit is still going to do some damage as it should. Cockpits shouldn't be invincible, but they shouldn't be so weak you can fart next to them and kill them. At some point design and skill using said design have to enter into the picture. Because there's only so much just messing with the health and damage resistances can do. Your best defense is not getting hit to start with, your second best is in good design so the cockpit isn't so vulnerable. I'm using the example of a fighter as it's a prime example of complaints I see when dealing with cockpits. Even if we do something like I did and turn up the health and damage resistances, have a proper design and have mastered the use of said design, there is still going to be that one lucky scenario that can absolutely body a design as nothing is invincible.
I see that there are differences in need, for acceptable simulation of realism and acceptable levels of Sci-fi fantasy beyond our current understanding, in order to achieve enjoyment in gameplay.
I personally enjoy escapism as I find our worlds knowledge of physics limits possibility at times.
As for the real, I will refer you to Rupert Sheldrake's ten dogmas of modern science.
So, I propose Advanced Tissue Paper Armour and Ultra Tissue Paper Armour, only available in detail block size and on small cockpits.
Nano Repair Glue, and Mono Molecular String repair systems.
The cockpit in a game (SE) should last a little longer for the sake for enjoyable gaming.
I see that there are differences in need, for acceptable simulation of realism and acceptable levels of Sci-fi fantasy beyond our current understanding, in order to achieve enjoyment in gameplay.
I personally enjoy escapism as I find our worlds knowledge of physics limits possibility at times.
As for the real, I will refer you to Rupert Sheldrake's ten dogmas of modern science.
So, I propose Advanced Tissue Paper Armour and Ultra Tissue Paper Armour, only available in detail block size and on small cockpits.
Nano Repair Glue, and Mono Molecular String repair systems.
The cockpit in a game (SE) should last a little longer for the sake for enjoyable gaming.
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