Author Topic: Hard and soft points vs Impact.  (Read 8986 times)

Offline Richard LeMoon

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Hard and soft points vs Impact.
« on: March 06, 2016, 04:15:34 pm »
Suggestion is simple.

All ships would be given hitbox modifiers verses Impact damage. This would make some sections of a ship more or less susceptible to ramming. Possibly mines and Minotaur.

Pyramidian-  strong front and top with weaker sides.

Goldfish- weak sides and tail.

Mobula- strong center.

Spire- Strong everywhere except a small area from the pilot up to the balloon. Extra weak there.

Galleon- strong everywhere.

Squid- Normal on the front of the balloon, weak everywhere else.

Junker- Strong balloon front, normal engine column, weak everywhere else.

Offline Daft Loon

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Re: Hard and soft points vs Impact.
« Reply #1 on: March 06, 2016, 05:01:30 pm »
Don't forget the strong point on the bottom of the spire's spike.

Offline Atruejedi

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Re: Hard and soft points vs Impact.
« Reply #2 on: March 06, 2016, 05:17:13 pm »
Don't forget the strong point on the bottom of the spire's spike.

While I generally approve of this overall idea, it's still somewhat problematic... ramming INTO an enemy Spire's spike horizontally should break that emmereffer in half, or at least rock the ship like a ringing bell, but flying the Spire DOWNWARD INTO an enemy should pierce the enemy. How would Muse program the direction of the impact in? Could they make the differentiation? Is a system like that already in place in the programming? Would they be bothered to do it? Yes, it would make the game better, but you know how Muse is with their limited resources... which is why I try to suggest the least-labor-intensive ideas I can think of... like converting 3 on 3 maps to 4 on 4 as well.

Offline Daft Loon

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Re: Hard and soft points vs Impact.
« Reply #3 on: March 06, 2016, 05:29:21 pm »
If it was on the middle of the bottom of the spires point in a small area but not the outside of the cylinder it would only impact in a vertical collision or if the other ships top was aligned exactly with the bottom of the spire. For purposes of imagery think of a pencil with a fairly blunt end, the lead is the strong point and the wood is a normal hitbox area.

Offline C r o w

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Re: Hard and soft points vs Impact.
« Reply #4 on: March 06, 2016, 05:30:36 pm »
Wasn't already a thing the Spire-skewer attack? Or does it just count as a gooba-stomp? I swear I Spire-skewered a ship once!

Offline BlackenedPies

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Re: Hard and soft points vs Impact.
« Reply #5 on: March 06, 2016, 06:44:25 pm »
Wasn't already a thing the Spire-skewer attack? Or does it just count as a gooba-stomp? I swear I Spire-skewered a ship once!

It doesn't deal extra damage but it's effective because the impact is concentrated on one point like the nose of a pyra. Spire is good at this type of ram because of its stats. It's the third heaviest ship tied with goldfish, has the second highest acceleration (!!), and is a close third in terms of vertical accel right next to squid. So you got a weighty ship coming down fast with a single point of impact
« Last Edit: March 06, 2016, 06:59:21 pm by BlackenedPies »

Offline Crafeksterty

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Re: Hard and soft points vs Impact.
« Reply #6 on: March 06, 2016, 07:20:01 pm »
Until the ship kinda... folds as it rams the ship below it.

Offline Richard LeMoon

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Re: Hard and soft points vs Impact.
« Reply #7 on: March 06, 2016, 09:27:34 pm »
That is why I put the Spire on almost the same level as Galleon. The thing is mostly heavy metal girders except for the weak connecting area right behind the helm.