An idea for cockpit damage mechanics for balance

cole ricks shared this feedback 21 hours ago
Not Enough Votes

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.

Replies (3)

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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.

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And this idea will end up with spaceships armored with indestructible cockpits... that'll be the "real fun"... a truly engineering solution...

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40 seconds to a couple of minutes longer does not equate to indestructible.

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Prohibit AI from aiming at cockpits and cameras...

The next step will be what? Aim at weapons and engines?

Wouldn't it be simpler to disallow and ban AI-controlled turrets and missiles?

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I'm really getting annoyed at the ideas of players who believe that they MUST have a chance on their inflatable raft to beat another player's titanium cruiser.

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Currently in SE1 weapons can be set to prioritise Power systems, Propulsion, Weapons or default.

There is no hint at what the default AI prioritises as a target when multiple target points on a ship are available.

I guess that decoys are high up on the list, but I do not know how default targeting switches priority after locking on to a target point.

What I do know is that my camera and cockpit look like a box of chocolates to the default AI targeting system and then it is all quickly over, before I have even had time to take in the view.

Currently in SE1:


To get the chance to review my own demise, I would need to have set up a recording of the 5 second wonder from a different perspective in the precognitive expectation of the event occurring. Otherwise I am left with an empty space, thinking O well how did that happen, and with a degree of vacant loss.

Just a little view and a little memory of my time in combat would make all of the difference and make it an experience to look back on.

Question: In combat when flying a vessel how often do you play in 3rd person vs 1st person, and which one is the most intense?

Does this not depend on the size of the vessel that you are flying?

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You're asking what type of view of the game suits me better...

I prefer the first person view, the cockpit view or the camera view. The problem is that in such a view it is very difficult to accurately judge the distance when maneuvering, especially if I am controlling a large ship. So I often have to switch to third-person view willy-nilly.

In combat, of course, this is a problem - you can't look around, and switching the view of different cameras won't make up for it.

Maybe 3D glasses would help, but I rather doubt it - what I've had a chance to try is enough for a headache and kinetosis, but not to play for more than a few minutes.

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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.

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