FSD Destruction = Ship Desruction.

You can kill their thrusters.
Sometimes I shoot their thrusters and leave them floating forever.
 
You can kill their thrusters.
Sometimes I shoot their thrusters and leave them floating forever.

NPCs still end up being able to jump away, though. Hell, even a player can if they are moving full throttle when you knock their engines off line. THey just need to let it charge and go into an untargeted SC.
 
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I'd like to see a FSD destruction be fatal, but it takes time. Much like the classic warp core breach, it's imminent, but not instant. Gives the attacker a reason to use it without jeopardizing their prize, also gives the victim some time to do various things:

try to take out the attacker - maybe the fight is close, so this is a do or die situation. Taking him down with you, basically.

use self destruct as a threat - Now as it is it isn't that much, short of the loss of cargo for him, but I would love to see the destruct be more damaging to nearby ships, especially from the larger ones.

It's a bit too insta-kill for me, one subsystem, even the drives, shouldn't just suddenly blow everything up. Hull damage is one thing, but even a drive should take time to go critical.
 
Back in Alpha there used to sometimes be plasma-dome effects when some ships blew up - I assumed that was their drive popping.

Has anyone seen this since?
 
I would rather see that upon FSD destruction (or thrusters) that an emergency backup kick in (can not be targeted or destroyed) that very slowly charges and is mass locked by anything so you can limp home for repairs. Would add another element to gameplay and could make for some good stories.
 
I would rather see that upon FSD destruction (or thrusters) that an emergency backup kick in (can not be targeted or destroyed) that very slowly charges and is mass locked by anything so you can limp home for repairs. Would add another element to gameplay and could make for some good stories.

I would rather I could get my pilot off his lazy backside and get out and fix it. That or walk back in the cabin and fix it.

What's the point of these two seater ships and big internal cockpits if we cant have the usage of them?
 
NPCs still end up being able to jump away, though. Hell, even a player can if they are moving full throttle when you knock their engines off line. THey just need to let it charge and go into an untargeted SC.
Are you 100% sure about this? I know for a fact that if you turn off your thrusters from the modules screen, you'll immediately emergency drop. Since a module getting destroyed is essentially someone turning it off for you, presumably supercruise wont work.
 
I think the game mechanic around the destruction of this specific module could definitely use some tweaking. It makes it much to easy to take down Condas and Pythons who's hulls are often still well above 50% by the time they pop from FSD destruction. I thought in Alpha, maybe even in closed Beta that it used to be a small chance you might blow the ship by taking out their FSD but now it's a given.

I think it should be reverted to only being something like a 25% chance of the FSD going critical when disabled which destroys the ship, otherwise it should simply stop the ship from being able to jump out.

- Hyp3rion
 
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