Subsystems taking damage from any angle

a quick (i assume even though im no dev) and logical fix, bulkheads fitted to ship determine damage needed to be done to target before you can damage internal subsystems such as power plant, frameshift drive and power distributor.

so lightweight alloys being free you would only need to reduce target base hull hp to 90%, reinforced alloys 70%, military, mirrored and reactive composite 50%. since hull reinforcement packs add hull hp they now become useful because it adds extra buffer before your juicy bits can damaged
 
a quick (i assume even though im no dev) and logical fix, bulkheads fitted to ship determine damage needed to be done to target before you can damage internal subsystems such as power plant, frameshift drive and power distributor.

so lightweight alloys being free you would only need to reduce target base hull hp to 90%, reinforced alloys 70%, military, mirrored and reactive composite 50%. since hull reinforcement packs add hull hp they now become useful because it adds extra buffer before your juicy bits can damaged

Interesting suggestion, hadn't thought of it that way myself, but could see that working. It does kind of make logical sense too...need to burn the hull down a bit so that you can actually penetrate it to hit the sub-system. +1 for you sir.
 
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No, this has been here since at least prembeta 2 when I joined. We've told FD about it before, but this is the first time we've tried to get some real traction on the issue.
 
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Lol, welcome aboard, the more the better, pitchforks are on your right :D

Anyone wanting this fixed, plz post in the bug report section too, it's at 4 pages now with no dev response.The link is on the first page of this thread, second post. Look how deep into the bug reports you have to go before you find another post with that many pages with nothing from Fdev.
 
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so lightweight alloys being free you would only need to reduce target base hull hp to 90%, reinforced alloys 70%, military, mirrored and reactive composite 50%. since hull reinforcement packs add hull hp they now become useful because it adds extra buffer before your juicy bits can damaged

straightforward if you make that a universal, say, 50%. keep in mind hull strength already matters, it's just it doesn't seem to protect modules.

but this is a different problem from LOS being murky. it's true that damage is less if you shoot all the way through the ship, but that shouldn't be possible at all. it could be arguable to some extent with lasers, definitely not with kinetic or explosive weapons. i remember david talking about having small shields protecting specific ship segments, this only would make sense if LOS is properly taken into account so this can hardly be working as intended.

this working properly would make combat much more interesting and module sniping more challenging. actually the current implementation seems to sort of do that already but it's far too lenient, maybe be just tweaking the values a bit could do the trick.

plz fix.
 
Agree, the FS2 system of showing when the sub-system is within LOS would be really great! I don't imagine it would be too hard to implement either, just a check to see if the sub-system is within LOS - for damage reasons, this would be necessary anyways I would think - if "BLOCKED/NO LOS" then instead of the regular [ ] for a sub-system targeting reticule, it's an X. If check returns "OK" then display the normal [ ]. Simple enough, aye?

But I'm no programmer so I'm just guessing in the wind here... :)

for damage reasons, you only have to do that check when something hits. what you are asking is to do that check on every tick, just to update your hud.

not saying it is not possible, just maybe not that simple :) would be nice but let's get hits solved first! :D
 
Yeah. Whenever I fight In or Against a Clipper, Courier, Python, or Cobra....its a marathon fight. But as soon as I got into a vulture....I blew up as soon as my shields went down, with military armor.

military armor is worthless, atm. just dead weight that slows you down, other than that a waste of credits.

also my vulture has a high survival rate. it's not any of those ships and it's flown differently. it shines in short distance, try getting really close to the target. however, with a vulture there's no bailing out, so pick your fights.
 
a quick (i assume even though im no dev) and logical fix, bulkheads fitted to ship determine damage needed to be done to target before you can damage internal subsystems such as power plant, frameshift drive and power distributor.

so lightweight alloys being free you would only need to reduce target base hull hp to 90%, reinforced alloys 70%, military, mirrored and reactive composite 50%. since hull reinforcement packs add hull hp they now become useful because it adds extra buffer before your juicy bits can damaged

A simple solution as long as we cannot magically hit modules on the other side of the ship hidden from view.

So how would it work then with say a ship that has 200 armour and adds 500 armour from bulkhead modules and military armour?

Would each module have (200+500*0,50)+HP = 350HP before calculating damage to each module?
 
Well, it looks like this is finally gonna be looked at, we've gotten a response from from the QA team to flag it for review. While this isn't the dev response alot of us were hoping for, it is the first official response to my knowledge, so here's hoping something does get done. Seeing as how this might free up SJ to let her minions go mad as well, making pve more fun, I think this can only be a good thing. Thanks to all who posted here and in the bug section. :)
 
Until this gets sorted out please can I have sacrificial hulls top and bottom to protect my power plant?

tripvulture.jpg
 
Well, it looks like this is finally gonna be looked at, we've gotten a response from from the QA team to flag it for review. While this isn't the dev response alot of us were hoping for, it is the first official response to my knowledge, so here's hoping something does get done. Seeing as how this might free up SJ to let her minions go mad as well, making pve more fun, I think this can only be a good thing. Thanks to all who posted here and in the bug section. :)

Flag for review? I hope we get an answer in 6 months...
 
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