[Question] Multipiece ships
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I don’t know what the term is.
We have single piece ships, and multipiece ships.
I had a thought the other day.
Lets say you have two capital ships duking it out. These ships get a hammering right? So, if they were breakable, is it possible to mid fight, lose your rear section? And hey look! About half your weapons were on that rear section. You are up **it creek without a paddle.
Much like sub-system targeting I guess, but more fun? Is this kind of thing possible?
Can you Hardpoint breakables? And when you lose those breakables, do you lose your weapons ingame?
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This is possible, and alredy made in the original game. Didn’t you ever notice that when you are dying, some parts of your ship are missing and burning(like wings), and you lose the weapons on this part?
The Dp hardpoints type is made for this. It links the breaking part and the sub-model of the after braking look. without it you will see right through the place of the missing part.About losing half of the ship: bad idea. If you lose your whole rear part, you lose the engine, and you are stock in the middle of the space without an option to move, unless someone is pushing you.
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correcture: you can attach to the engine hardpoint a constant effect that looks like your engine and even behaves the same way while your real engine is attached to the root and is a null effect or sound effect. also ofc you can have a ship with multiple exhausts on e.g. special engine pylons for instance on the front section. unless you lose all of these hardpoints (which depends which model part they attach to) you will have an engine till the end. except for this and the pilot hardpoint it is irrelevant what you call your damage hardpoints like, the key is to link to them properly in the shiparch. and at least it is possible to define parts to break out by fuse or by hitpoint loss, so it really depends on where you was shot most time, which part breaks off.
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Gisteron:
“correcture” should be “correction”
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Gisteron wrote:
correcture: you can attach to the engine hardpoint a constant effect that looks like your engine and even behaves the same way while your real engine is attached to the root and is a null effect or sound effect. also ofc you can have a ship with multiple exhausts on e.g. special engine pylons for instance on the front section. unless you lose all of these hardpoints (which depends which model part they attach to) you will have an engine till the end. except for this and the pilot hardpoint it is irrelevant what you call your damage hardpoints like, the key is to link to them properly in the shiparch. and at least it is possible to define parts to break out by fuse or by hitpoint loss, so it really depends on where you was shot most time, which part breaks off.Exactly what I was thinking. (Well, not exactly, but you are talking the same idea language as I.)
Since this IS possible, if ships were made with more care, wouldn’t it be possible to have strategic attacks possible as well? e.g. concentrating your fire on a specific point on the ship, so that his weapons break of and he becomes helpless? Or breaking his engine off so that he can’t move, without a push or two. Or damaging his right side hull, so that you create a blindspot on his cover.
This would enable more variety in combat I think.
Of course, the half of your ship was just an example… but what if?
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I have made a one-system battleship battle mod in which the parts can be destroyed, so you have to take care of your engine!
Because of that I am thinking about adding a self destruction weapon so that you don’t have to wait for someone to push you battleship back to an allied base…