Please don't as this actually makes dogfights tactical and gives smaller a ships a fighting chance against the Goliaths. That said, additional armour should afford extra protection to vulnerable modules
I just find that damage to those systems is way too high currently and the hit boxes seem slightly too forgiving when combined with the whole armour penetration mechanic. I mean, you can shoot an Anaconda FROM THE FRONT with a laser weapon and still damage it's PP. That's a bit silly being honest.
Armor should effect/protect modules.
Having this mechanic of targetting and destroying sub systems is all well and good,
…In the case of the Python, it's PP is very hard to hit from below, hit or miss from directly above, and most vulnerable from the side, through the radiator vents.
Yes, but it's subtle (in outfitting; the effect in game is fairly dramatic). Look at the integrity ratings. If you compare A and B grade parts, B grade will have blue integrity values with an ^ arrow.
The Anaconda has a very exposed PP, and even then, shooting it from the front does very, very little compared to shooting it from directly above or from behind and below. Very few ships are so vulnerable.
My issue isn't with targeting sub-systems, it's setting up a computer to do it for you and let it do all the work as you squeeze the trigger as fast as possible. It should be left up to the pilot's skill level to target sensitive areas like the cargo hatch or power systems.
Likewise, my skill as a pilot will be keeping those sensitive areas out of your line of fire. Then there is a dogfight and not a computer assisted massacre every single time.
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We were basically facing, or "face tanking" each other.
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I think thats an interesting aspect. Removing subsystem targeting from gimbals could be very good for gameplay and reward high skill players. It would give a real incentive to prefer fixed weapons if you know how to aim.
welcome to elite: DANGEROUS.Yesterday, I picked an assassination mission.
I found the target, Elite Anaconda. I quicky dropped his shields down and began to drill his hull. We were basically facing, or "face tanking" each other. He also got my shields quite fast, and instantly killed my thrusters right after my shield went down... ??!
So I lost control and could only watch him slowly finish my hull... as my 140M Python with Reinforced Alloy was twitching into the void... what?
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This is not Counterstrike. The Headshot mechanic is fun and rewarding, in that game. You respawn the next turn anyway, for free. It is not fun when you consider a 140M ship, that was meant to take hit on the hull with Reinforced Alloy.
It's not fun to risk hours worth of rebuy cost credit over a "headshot" mechanic. It makes the whole fight, after shields are down, suicidal. It defeats the purpose of armour value, armour components (and they are not cheap in credits nor weight), and hull reinforcement !!!
Please, remove the power plant or thrusters headshots. The whole module targeting is fine and rewarding, but keep it for interesting modules, like weapons, cargo hatch, life support, maybe even sensors... annoying functions to lose during a fight, and not instant death via power plant or instant disable via thrusters, no matter the post shield investment you made on your ship.
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Quick suggestion on top of my head : when you hit the power plant, instead of blowing the whole thing up and the WHOLE ship with it, you could make it so that it only damages the power plant, and DEPRIVE the ship from SOME power. That would :
- make things more interesting for the victim : "Phew, I'm not instantly dead, but I need to re-affect power priority, quick !"
- create another coding nightmare for our favourite AI dev coder.
Same thing with the thrusters. Instead of having your ship basically being 100% crippled and not able to move whatsoever, you could make it so that the thrusters are only strongly damaged, giving a small fraction of their nominal value...
Well, I don't know, but please, remove this headshot nonsense, or at least give some proper way to protect from it (besides the shield area). I want to put hull reinforcement on top of my modules, I'd go and hammer them down myself If I could, I can handle a slighter worth heat dissipation, too... :s
I'll be brief this time:
- Remove power plant kills entirely.
- Armour and hull packages should make all modules tougher, too, not just the hull.
- The hitboxes for all modules should be massively reduced and the angles from which they can be damage should be small and specific. On most ships you can just select the power plant and plink away from almost any angle and still damage it. Hitting a module should only be possible from very specific angles - thrusters only from directly behind (shooting into the exhaust nozzle, not from the side), power plant only directly where the shot would have the shortest path through the hull (e.g. 90° angle at the very spot). Two ships being face to face should not be able to damage each other's power plant or thrusters.
I'll be brief this time:
- Remove power plant kills entirely.
- Armour and hull packages should make all modules tougher, too, not just the hull.
- The hitboxes for all modules should be massively reduced and the angles from which they can be damage should be small and specific. On most ships you can just select the power plant and plink away from almost any angle and still damage it. Hitting a module should only be possible from very specific angles - thrusters only from directly behind (shooting into the exhaust nozzle, not from the side), power plant only directly where the shot would have the shortest path through the hull (e.g. 90° angle at the very spot). Two ships being face to face should not be able to damage each other's power plant or thrusters.
I'm a little confused how the OP lost his thrusters while face tanking
I completely disagree with everything the OP is suggesting and were this a democracy I'd use my vote to nullify his vote.
So don't expose your PP to enemy fire. Your Python actually has a pretty well placed and well protected PP and it's not hard to protect it with maneuvering.
Only if you don't know what you are doing. Not that you should be relying on armor anyway, it's an emergency sort of thing.
I don't think you know what a power plant does.
Already exists.
I'll be brief this time:
- Remove power plant kills entirely.
It shouldn't make them tougher but rather harder to damage through the hull- Armour and hull packages should make all modules tougher, too, not just the hull.
- The hitboxes for all modules should be massively reduced and the angles from which they can be damage should be small and specific. On most ships you can just select the power plant and plink away from almost any angle and still damage it. Hitting a module should only be possible from very specific angles - thrusters only from directly behind (shooting into the exhaust nozzle, not from the side), power plant only directly where the shot would have the shortest path through the hull (e.g. 90° angle at the very spot). Two ships being face to face should not be able to damage each other's power plant or thrusters.
For contributing nothing to the discussion? Would the Prize be 'Best at posting useless discussion points'? It is nothing more than a cheap troll post IMO.
- The hitboxes for all modules should be massively reduced and the angles from which they can be damage should be small and specific. On most ships you can just select the power plant and plink away from almost any angle and still damage it. Hitting a module should only be possible from very specific angles - thrusters only from directly behind (shooting into the exhaust nozzle, not from the side), power plant only directly where the shot would have the shortest path through the hull (e.g. 90° angle at the very spot). Two ships being face to face should not be able to damage each other's power plant or thrusters.