Initial concepts were touting ships to not just go boom and disappear. They were supposed to be difficult to destroy and rather remain as badly damaged wrecks. This of course is a problem as long as you cannot board or otherwise interact with said wrecks. And even if you could, they would still start to clog up instances and impede the flow of activities not related to them (object count limit). Hence we do have ships exploding to make way for more. That's both good for normal combat and bad for piracy.
I think we can have the best of both and improve several related things along the way.
Fortunately there already are two triggers to destroy a ship:
I saw this as an effort to create this downed ship state, with the power plant "destroyed" and most of the ship systems shut down.
It was great for PvE piracy, because it allowed immobilising the target without the drift from blown out thrusters.
Until NPCs learned how to reboot and repair their power plant.
To me it just lengthened the kill time. It meant shooting a now immobile target for a bit longer. I have since started to favour raw damage.
I did like reduced power output with power plant damage, but I don't think a power plant should still have any output at 0%.
Offline thrusters stopping all ship motion doesn't make much sense to me either, even if it is a rather handy feature.
Swapping these two triggers around with some details on top can have a lot of benefits.
Here are a few design challenges while doing so:
Power plant sniping becomes a quick and deliberate death instead of slow and random (right now it's a chance of destruction).
Normal hull damage always immobilises the ship first and gives the pilot clear feedback about their situation.
(I imagine a "emergency stop - ship hull critical" message upon reaching 0% and trying to move, just like the thrusters offline warning)
Hitting the power plant once is also necessary for destruction after only destroying the hull. With a lack of accuracy, raw damage will still reach it after tearing through everything else.
There is risk of just moving the prolonged attack of an immobile target from one approach to the other,
but I believe learning where to hit a 0% hull for instant destruction is more interesting than hammering away on a 0% power plant.
There are already some scenarios of NPC ships using fuel limpets to help commanders running on fumes. So adding in a repair variant makes sense to me.
Giving them a longer response time than security gives pirates more time to do their job properly.
They also no longer risk blowing their target up, because they no longer have to touch the power plant.
And to be perfectly safe, a pirate can deal the final immobilising blow to 0% hull with a good old ram. Yarrr!
This can also further improve the experience of getting pirated by an NPC. Your ship gets broken down, your cargo extracted, maybe you get to watch security chase the pirate off and eventually a repair ship helps you limp to a port. It becomes a more time rather than credit demanding experience. Most of all, there is more to experience.
The inability to destroy ships with a collision has more benefits.
Collisions can no longer directly result in murder. Be it an accident in a normal combat scenario or an ill intentioned suicide ram near a station. It will just cause a harmless ship breakdown instead.
(you now get to focus karma mechanics on combat logging!)
Additionally, out in the black, explorers now have a new way to get stranded instead of certain destruction. This elevates repair limpets to the same level of importance as fuel limpets. If your ship breaks down, these are the only thing that can get you running again.
Pick some holes.
I think we can have the best of both and improve several related things along the way.
Fortunately there already are two triggers to destroy a ship:
- destroying the hull
- and continuously damaging a destroyed power plant.
I saw this as an effort to create this downed ship state, with the power plant "destroyed" and most of the ship systems shut down.
It was great for PvE piracy, because it allowed immobilising the target without the drift from blown out thrusters.
Until NPCs learned how to reboot and repair their power plant.
To me it just lengthened the kill time. It meant shooting a now immobile target for a bit longer. I have since started to favour raw damage.
I did like reduced power output with power plant damage, but I don't think a power plant should still have any output at 0%.
Offline thrusters stopping all ship motion doesn't make much sense to me either, even if it is a rather handy feature.
Swapping these two triggers around with some details on top can have a lot of benefits.
Here are a few design challenges while doing so:
- Without deliberate intent to destroy, most ship damage should eventually immobilise the ship first before destroying it. Including believable feedback to the pilot.
- Normal combat flow for both power plant sniping and raw damage attacks should remain or improve (no prolonged attacking an immobile target).
- A pirate should have a simple and reliable way to immobilise a target for a good amount of time. No drift and no squishy hulls popping by accident.
- There still needs to be some way for an immobilised target to get underway again.
- 0% power plant means instant destruction once more. Reduced power output only occurs due to damage/malfunctions before that (important feedback that the PP is attacked).
- 0% hull no longer destroys any ship. Instead, the thrusters will perform an emergency stop to prevent tearing the hull apart (with a big warning message to the pilot).
- Similar to security/ATR response, there is a repair response near inhabited space for broken down ships. ETA displayed to the pilot in the same fashion (always longer response time than security, if at all).
- Modules of a 0% hull ship will take increased damage from weapons fire (on top of no more hull hardness, resistances or module protection).
- All weapons will fully penetrate the volume of 0% hull ships and damage all modules in line. If there are no undamaged modules in line, the damage will be spread to remaining modules.
Power plant sniping becomes a quick and deliberate death instead of slow and random (right now it's a chance of destruction).
Normal hull damage always immobilises the ship first and gives the pilot clear feedback about their situation.
(I imagine a "emergency stop - ship hull critical" message upon reaching 0% and trying to move, just like the thrusters offline warning)
Hitting the power plant once is also necessary for destruction after only destroying the hull. With a lack of accuracy, raw damage will still reach it after tearing through everything else.
There is risk of just moving the prolonged attack of an immobile target from one approach to the other,
but I believe learning where to hit a 0% hull for instant destruction is more interesting than hammering away on a 0% power plant.
There are already some scenarios of NPC ships using fuel limpets to help commanders running on fumes. So adding in a repair variant makes sense to me.
Giving them a longer response time than security gives pirates more time to do their job properly.
They also no longer risk blowing their target up, because they no longer have to touch the power plant.
And to be perfectly safe, a pirate can deal the final immobilising blow to 0% hull with a good old ram. Yarrr!
This can also further improve the experience of getting pirated by an NPC. Your ship gets broken down, your cargo extracted, maybe you get to watch security chase the pirate off and eventually a repair ship helps you limp to a port. It becomes a more time rather than credit demanding experience. Most of all, there is more to experience.
The inability to destroy ships with a collision has more benefits.
Collisions can no longer directly result in murder. Be it an accident in a normal combat scenario or an ill intentioned suicide ram near a station. It will just cause a harmless ship breakdown instead.
(you now get to focus karma mechanics on combat logging!)
Additionally, out in the black, explorers now have a new way to get stranded instead of certain destruction. This elevates repair limpets to the same level of importance as fuel limpets. If your ship breaks down, these are the only thing that can get you running again.
Pick some holes.