Power supply - why target anything else?

I was wondering about that as well so if you wanted to slow down the recharge rate of like say shields recharging, afterburner recharge, and Weapon recharge of your wanted target you would think every percentage point of damage to the Power Distributor would reduce the recharge values of the enemy target based on percentage of points of damage instead they work 100 percent until zero or destroyed. As for module damage I was testing out a Vulture since I parked my Python and was in the heat of battle in a RES location activated the shield cells since they produce a lot heat and my lasers firing off quite heavily producing more heat next thing my modules start frying the klaxon was sounding and my damn laser kept firing producing more damage even when I was not firing the damn thing had to wait tell the ship cooled down and my laser stopped firing all by itself weird.
 
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If FD let hull upgrades cover subsystems, the problem would be solved.

This needs to be discussed further. The implementation of such mechanics exist within the game already (Read the Internal Hull module upgrades, it shows values for armor resist increase and shields as well, although all are at 0, meaning no change yet). I suspect that in 1.3 with the power specific module variety introduced we might see such things, however with that being said I am of the mind that realism to a point is needed here. When your ships is being built, barring the obvious design flaws of certain ships, some or most internal modules that you would reasonably think to be at least decently protected or placed are simply not. Add to that the fact that If I am internally upgrading my ship with heavy hull lining armor, or thickening my already existing armor (However you put it) Why am I not addressing my ships Power Plant with extra armoring, and so forth etc? As we have it now in game, it's like every CMDR puts hull reinforcement *around* each module and only concerns themselves with the ship's hull itself. (which isn't to say that's not a great idea, It is!) It doesn't make sense that my power plant is located then, on the exterior of every ship in the game that I know of to date, or behaves like a previous poster says "... 2 meters of a hole in your hull around each module..."

As always feel free to quote, discuss openly or privately with regards to this matter!

Fly safe and have fun CMDRS!
 
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If I understand it correctly it also makes the bulkhead upgrades a waste of money/ time as they are not needed for pve as its too easy to kill them and on pvp any experienced pilot goes for the sub systems .

i agree with what someone else said about making it harder to take out drives and power plant or the subsystems should be better protected if you have the bulkhead upgrades.
 
But surely for most traders etc who dont tend to carry repair modules that is death anyway ?
It used to be, but as of (I think) 1.2 a "repair/reboot" mechanic was introduced whereby you can sacrifice some of the integrity of your ship's healthy systems to bring a cripplied system (barely) back online.
 
I am really hoping FD comes out with ECM/ECCM options to interfere with scanning as a whole, but aimed specifically at module targeting.
 
As someone else pointed out It would be great if there was a sub option for Hull Reinforcement packs.. If you could "assign" the added "Armor Addition" point value to the specific subsystems residing beneath that area of hull.

Say 4D Hull Reinforcement Pack gives you 120 armor points. It would be cool if you could drill down into some options screen for that compartment and see selectable areas of the ships hull applicable to the subsytems in that area and distribute the Armor point value appropriatly to where you want. 120 to PP, or 60 to PP and 60 to Drives.. etc.
 
Targeting the poweplant is imbalanced at the time (proof :: if one want to kill a ship faster => target PP)

All other options are worse and (nearly) unused, which IMO is a waste of potentialy interesting gameplay.

Make the powerplant damage possible, but hard. (and possibly shutdown / reboot instead of blowing up).
I like alot the idea of being able to target the heat radiators to impair cooling of the ennemy ship (them railguns and beam lasers ^^)
 
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Drives, are good to target, at least if you're not trying to kill.

Fsd, same as the drives, it's a good bargaining tool against traders or stopping pirates from leaving long enough to kill them.

Cargo hatch, like you said, a pirate will needkto, at one point target this.

Beyond that nothing is really worth taking out:

Power distributor, limits your opponent's boosting, shield recharge, and weapon recharge rate.

Shield generator, stops a targets shields from coming back up. Useful but by the time you take it out, they'd have been dead if you shot the power plant.

Everything else has too much health and is too small to take out. With utility slots, weapons and such, your opponent will be at lower than 30% hull by the time even one is dead.
 
I think FD did a great job with the balance of combat but that kind of goes out the window with the subsystems.
 
Drives, are good to target, at least if you're not trying to kill.

Fsd, same as the drives, it's a good bargaining tool against traders or stopping pirates from leaving long enough to kill them.

Cargo hatch, like you said, a pirate will needkto, at one point target this.

Beyond that nothing is really worth taking out:

Power distributor, limits your opponent's boosting, shield recharge, and weapon recharge rate.

Shield generator, stops a targets shields from coming back up. Useful but by the time you take it out, they'd have been dead if you shot the power plant.

Everything else has too much health and is too small to take out. With utility slots, weapons and such, your opponent will be at lower than 30% hull by the time even one is dead.
Yeah, any ship you need to disable, dies from residual hull damage. Any ship you want to kill, time is better spent attacking the power plant. The balance is off and kinda ruins the game mechanic.
 
Ha ha ha....I am just too lazy to ''Target'' anything at all......the hull is good enough for me.....also if a guy is spinning his ship to try and avoid power-pack destruction then the hull is a fat easy target for my fat fingers made of sausages. I have killed nearly 700 targets since I started before Christmas and not always with weapons too.......Ramming Speed Captain Bligh....set thrusters to ludicrous speed and close my eyes.

its quicker to kill via the power plant than just general hits so its the most efficient way of destruction
 
its quicker to kill via the power plant than just general hits so its the most efficient way of destruction
You don't even have to "try" and hit it. Just make sure it's targeted. Bingo, now your target magically has less hit points. They probable should just remove the insta-kill and add some mechanic that makes you do less hull damage when targeting a sub system...or somethin.
 
I wonder what 50% damage means at all.
Imagine a reactor damaged by 50%. Boom or black lights, right? I think most electronic modules are junk when hit by a weapon.
So ingame, how should I imagine "damage"? Is it the modules´hull?
 
I wonder what 50% damage means at all.
Imagine a reactor damaged by 50%. Boom or black lights, right? I think most electronic modules are junk when hit by a weapon.
So ingame, how should I imagine "damage"? Is it the modules´hull?


Maybe system capacity/functionality could have % of impairment.. The PP capacity output could shadow the % of damage.. 50% damage and your PP capacity drops.. maybe not directly proportional since 50% of your power rating would maybe be to low.. but some proportional degree of drop.. You'd be forced to turn systems/modules off once your PP gets enough damage. If you already have your modules prioritized, then modules would automatically get turned off as your PP take damage and % capacity drops from 100% downward.

Maybe not a good idea IDK, just a fleeting thought :)

If this kind of mechanic came into play then also allow Hull reinforcement armor points to be selectable and applied to the hull over those systems you want.. Class 4D Hull Pack @ 120 armor points, and apply 120 to PP or distribute 60 here 40 there and 20 elsewhere...
 
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