News Discussion with Mark Allen on damage and defenses

Does this mean my Python has a debug mode which gives it a giant pair of comedic Blackpool style plastic mammary orbs (why is that word bad?)

Stag do convoy anyone?
 
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I would have thought that the best way to disable a ship would be to take out the pilot (haven't yet worked out why there are other crew members).
 
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Mark, thank you once again! These kind of explanations take away so much speculation. They alleviate this feeling of something being broken, when it's just not knowing and understanding what's happening. Now I'm really looking forward to the next fight :)

Oh, and big thanks to the mods and rest of the Frontier team, too!
 
Interesting stuff. It's nice to see how much depth there is to this.

Having read this, I think repair costs are way too low. :D

And with such high penetration values, walking around our ships - after that exansion - will be quite dangerous during combat. Decompression will be a regular occurrence. That could actually lead to some very interesting gameplay, sealing off compromised areas, etc.
 
Greetings Commanders,Recently and over time, we've seen a fair amount of discussions regarding game mechanics, such as damage and defenses. Mark Allen joins us today to discuss such!
First of all, thank you for the post.It is wonderful that he took time to explain, but the fact that he had to do that exposes a big problem with this game. Its extremely shallow content. One should be able to understand most of that information from the game content and not spend months combing the forums and experimenting with loadouts in the game. FD keeps messing with the background processes of the game while ignoring the part that is visible to players. The part that counts most.We need to see better descriptions of modules. Why not add some of this information to the game itself? Why not explain in the weapon description, for Multi Cannon for example, what kind of damage it does and that it is more effective against hulls that it is against shields?That can't be that hard. :S Why does this forum turn my posts into walls of text?
 
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First of all, thank you for the post.It is wonderful that he took time to explain, but the fact that he had to do that exposes a big problem with this game. Its extremely shallow content. One should be able to understand most of that information from the game content and not spend months combing the forums and experimenting with loadouts in the game. FD keeps messing with the background processes of the game while ignoring the part that is visible to players. The part that counts most.We need to see better descriptions of modules. Why not add some of this information to the game itself? Why not explain in the weapon description, for Multi Cannon for example, what kind of damage it does and that it is more effective against hulls that it is against shields?That can't be that hard. :S Why does this forum turn my posts into walls of text?

Because that's something for players to find out.
 
Because that's something for players to find out.

Well, obviously, from the observable effects we as a community couldn't figure it out, and came to the general consesus that the game is just broken. To figure out how something works, you need data.

To me, the outfitting and shipyard stats feel so often like going to used-car-salesman:
"Yes, this car is good, it's exactly what you need"
"What's it's gas mileage?"
"Excellent"
"And in numbers? As in miles per gallon?"
"A lot of miles for a little gallons."
-_-

"What's the acceleration and top speed?"
"Acceleration is ok, and top speed is just right!"
-__-

"Alright, I can see that it has four doors, but how many people can it seat? How many people is it registered for"
"You can bring all your friends and take them anywhere!"
-___-

"What's the range in miles? I'd eventually like to travel across Europe."
"It'll take you anywhere! Just fill the tank and go travel the world!"
-____-

"So, does this car over here have better range and fuel economy? It costs more, so?"
"Yes, that's a better choice if you want to take really long trips. That's money well spent there, and of course it'll go faster too"
"How much more range does it have IN MILES?!"
"Like double the range the first one had, you'll really like it!"
>_<

GAH! I NEED NUMBERS! STATS! HARD FACTS!

That's why I really appreciate all this new developer feedback. I don't mind figuring out stuff by myself, but without at least SOME concrete baseline data, that's almost impossible.
 
Great post - thanks. :)

I like the mechanics - especially the detail on penetration depth being based on ship length.

Keep up the great work and look forward to your updates.
 
Thanks. I can imagine this type of approach being easily carried into more detail when the internals of ships are modeled in even more detail and even when it is possible to walk around in them.
 
Btw, i have a question that i hope you can answer (and i hope you will even read it):
shields take 120% damage from Thermic weapons but are resistant to Kinetic and highly resistant to Explosive damage

So its basically
ThermalKineticExplosive
Shield+-----
Hull/Armor-+?
Modules+++?

So...we all know that explosive damage is currently the worst damagetype, since it deals nearly NO damage to shields, and the damage against hull is also not that great either. Not to mention that explosives cant even use the "aim for the powerplant" thing that is changed in 1.4 anyway.

So where do they fit in then?
the missile racks show a penetration of F, so i assume they can only deal hull damage?
does that mean that they cant penetrate armor and create that "ray", neither do they create a "sphere" to affect modules?

so...could you explain how exactly explosive damage works or is supposed to work?
it would kinda make sense if a missile could puncture the hull of a ship and explode (creating a sphere instead of a ray) inside the ship, causing damage to several modules at once, wouldnt it?

also: how does the penetration work for lasers?
 
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Great post, thanks Mark! [And Brett, for retrieving/posting it ...]

Hopefully someone gets time to make more information like this apparent in-game, whether in the manual or preferably in the game proper, when perusing ships, modules and such.
 
I didn't have a chance to browse the whole thread, so hopefully I'm not repeating someone.

One suggestion, that I think will reduce the effectiveness of Power Plant sniping, is for the depth penetrated to have an effect on the damage dealt to the subsystem. I don't think that was anywhere in the damage calculations you referenced.
 
Can you explain damage to modules based on rating? Currently people assume B rated internal components (ie Powerplant) have more hitpoints than A or C. Is this true?
 
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