Hello All,
I wonder if a tactical element that would effect ships and structures to function with penalties or act erractic as damage gets closer to critical is possible. I think it would be a neat idea.
For example, as ships nears critical damage threshold:
Something similar could be applied to structures, weapon platforms and starbases.
By doing so, this could add a very interested dynamic to battles and strategies and more emphasis on in battle repairs or tactical retreats and what not.
Anythoughts anyone?
It will be insane. and i do think that all the Micro MP Gods will start to rip their Hair pretty fast
Micro God- OMG!!!!1 my lvl 8 Egg starting to get critical!!!!! but im almost done with that KILL PRETTY PLZ LAST!!!!!!!
*Egg starting to move randomly around that turrets Pack!
* Egg getting ed to death
Micro God: WTF!!!!!!!! NO WHAT ARE U DOING U STUPID SHELL!!!!!!!! NO NOOOOOOOOO
Egg Boom into The great Void!!!!!!!!
Mirco God - .......
I think what Moonchild is trying to get at is with the numbers of ships Sins can get to, it would be pretty insane. This kind of thing would work if you only control a couple of units overall, and then it would require you to be careful with them and give you some extra connection to them, but when you have a hundreds of ships it turns into something that's impossible to deal with if you try, but also doesn't really change much if you don't.
I see moonchild's point of view. But I think for cap ships, defense platforms and starbases this could work well. For Frigates and Cruisers where their could be hundreds... even if it doesn't make a difference, it would look cool during late game battles. In early game or short games, the critical damage effect would still play a role for frigates & cruisers.
It's a nice to have, I hope they do it though
I really like your idea, I had the same one when the game came out, but like Anny/Moon (Honeymoon? ) said it could be difficult to impliment on a larger scale. But the idea is very good. I "got" the idea from Act of War - Direct Action, (BEST RTS EVER, sorry IC).
In Act of War, soldiers wounded move more slowly and when badly damage they stop moving. For vehicles its different, when damaged they move more slowly and when badly damaged they cant attack. It works great for Act of War, but maybe not for Sins.
*shrug* One could argue that battles *are* chaotic, and things have a tendency to go wrong, and it's a leader's duty to be aware of that and write robust plans that do not depend on perfect micromanagement and crackerjack timing. Given that SOASE does not support either turn-based or cooperative play, I'd be inclined to support things which deemphasive micromanagement.
It would also be a bit more realistic than the present model, probably. It's a question of battleship model (slowly losing systems and crew), or shell-vs-tank model (non-penetrating hits *might* damage external equipment or injure crew through spalling, but it's basically a single penetrating hit that tends to cause catastrophic loss -- particularly w/ HEAT rounds.).
It might be more realistic for ships to have a tendency to suffer catastrophic damage the moment anything disrupts the containment fields necessary for safely storing antimatter, of course. Ditto for ordnance, depending on type and storage.
Rather than just a straight "as it gets closer to dying, stuff starts happening" sort of thing, I think Sins could benefit more from a random critical hit system, with varying degrees of status effects. If nothing else, it would at least make the battles a little less static and calculated.
I wouldn't mind a combination of both actually. As damage is taken, the probrability of some random critical hit effect could increase.
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