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A rather large and well armed idea for Alliance: Dreadnoughts
Richard LeMoon:
Well, I have been pondering this for many months. My thoughts are to take directly from the Alliance boss mechanics of having several hulls on top of each other. Once a hull goes down, a part of the ship falls off, taking any guns, engines, and players that happen to be there down with it. So, as your ship loses hulls, it loses fighting capability. On the other hand, losing part of the ship could make it lighter and thus faster. Classic multi-transform boss.
Having multiple balloons and fix points would be OK as well. Rather than side dependent, it may be better to go with % of armor. So, each repair point is 25% of the armor in the case of 4 repair points. Lose one, and you take 25% of incoming damage on perma. Lose 3 and you take 75% incoming damage. That would necessitate the extra engies running around.
In a bit of extra fun, you could add in a second helm on a massive turret to control rotation for a GoliathTM class gun and gun deck for smaller guns. Like those things currently slapping the crap out of us on boss ships.
Naoura:
Losing hull on a player ship would be... well, extremely difficult for the players, and I'm not sure you could even program it to be stable in that scenario. 8 players would create enough lag without having your entity tearing itself apart when you take too much damage, so I'm not sure if you could do it in the same vein as the Boss AI ships.
As for the side dependancy, I had thought of it as a tactical element, trying to minimize damage to perma by switching the side you have facing the enemy, so that the captain still has an important role on such a large and lumbering ship. If you keep taking damage on the side that the armor is down on, it'd be the same percentage base as you described, but it would go directly to perma. This way the Dreadnoughts wouldn't just be focused down to pieces if they take damage from all directions, rather they would be able to switch where the damage would be hitting them from and keep it on the armor as much as possible.
Not sure if that would work easily, as it'd be two entities occupying the same space. It's a really interesting thought and I admit, having a tank turret would be awesome, but I think that'd be too much on top ofthe lag that 8 players would cause.
Richard LeMoon:
Existing ships are already capable of this. They go through three stages of damage, each one loading in a different model at 'break point' percentages. The issue would be loading in new collision objects. These are what you are actually standing and bumping into, as what you see is far too complex to be a collision mesh.
Multi-point damage would be harder, though more interesting. I would be for it if it is feasible.
Maybe you have four armor zones and four repair points, each on front, back, starboard, and port. If one armor section is destroyed, you take 50% perma damage if you are hit on that side, and 25% anywhere else. Your ship has three stages of hull. The first two are bulkhead armor, designed to take damage, then break away when too damaged. They each have gun mounts on them, which fall away with the damaged bulkheads. The final stage is the main ship structure.
Naoura:
that's partly why I disagree on having parts of the ship fall away. It'd be way too difficult to program and way too difficult to play on. I don't mind seeing the bits and pieces of the walls and such slowly get bent to pieces, but the collision mapping would make it too unstable if you couple it with 8 players. I think it'd be a lot easier to implement it simply rather than making it a little too garbled.
You kind of did just describe what I had written earlier, but with armor sections and points relative to the ship you're on. Some ships with two, some with three, and the extreme ones with four.
I kind of disagree from the three hull stages. That might make it a little too easy, especially if you go along with the easy route of implementing the Dreadnoughts. If Muse COULD implement the fallaway, then I will agree, but unless they could let parts of the ship fall off, I would say stick to one, substantial hull.
As for the math of it... I would put it more as, if you had 4 armor portions, you would take 25% of perma damage from the section that has its armor down, while the remaining 75% would be spread across the rest of the remaining armor, perhaps at a reduced amount.
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