Module Targeting: Why it's currently bad, and how I suggest we fix it.

Imagine that you had to use heatsinks untill you get safely to station for repairs. Imagine the heat ;)

I would like to see a system where you would apreciate autorepair units as much as shield boosters or scb's
 
Or replace the damage on a powerplant with a crippling effect that HAMPERS you instead.

-Reduced heat dissipation
-Reduced total powergrid output
-Reduced power delievered to ENG/SYS/WEA
-Etc...

Why in the heavens do you want to soften up the destruction of the most critical subsystem in a spacecraft at all?
Your suggestion is a good, one, but how about adding it to the stage of 0% = kaboom?
Don't we have enough rescue rings allready (shield cells)?

I like the game dangerous, and i would love to have subsystem damage to have more effect,
than just random "malfunctions".
 
Imagine that you had to use heatsinks untill you get safely to station for repairs. Imagine the heat ;)

I would like to see a system where you would apreciate autorepair units as much as shield boosters or scb's
I would like to see those repair units fix HULL and Powerplants, if we talk about this... You can shut down powerplant and have the unit fix it (on battery) just like reboot/repair option!
Also that heatsink idea would require the ability to use them in supercruise, which was blocked by 1.1 or 1.2 patch i think...

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Why in the heavens do you want to soften up the destruction of the most critical subsystem in a spacecraft at all?
Your suggestion is a good, one, but how about adding it to the stage of 0% = kaboom?
Don't we have enough rescue rings allready (shield cells)?

I like the game dangerous, and i would love to have subsystem damage to have more effect,
than just random "malfunctions".

Now imagine that your module is damaged and that's why it produces more heat... heat damages modules... see where i'm going with it? :D:D
 
The problem is that many modules still work after being destroyed. I once knocked a gun to 0%, and it was still shooting!
A destroyed power distributor still distributes, you just cant switch the pips anymore
Destroying the life support actually activates the life support.

Obviously a destroyed gun should stop firing
A destroyed power distributor should switch into emergency mode - 1 pip into every system.
Destroying the life support should cause canopy breach to result in instant death. Not be the same as a canopy breach.
 
Why in the heavens do you want to soften up the destruction of the most critical subsystem in a spacecraft at all?
Your suggestion is a good, one, but how about adding it to the stage of 0% = kaboom?
Don't we have enough rescue rings allready (shield cells)?

I like the game dangerous, and i would love to have subsystem damage to have more effect,
than just random "malfunctions".

I would love to have a combat system that's more involved than "pew pew dead". As it stands the only way to influence modules is to bring shields down, which takes forever. Weaker shields and stronger hulls will allow for more interesting combat in regards to strategy.

That is, except for the fact that you can't damage more than one module without destroying the majority of ships, and the power plant is the only thing worth targeting. What's the difference between shooting the power plant and shooting the hull? They both destroy the ship which is the ultimate goal here, and it's faster to power plant snipe so when would you ever do anything else? I like the idea of a destroyed pp screwing with heat venting and power draw, because that changes the combat in a meaningful way, and gives you many options to choose from. Even if your power plant at 0 shuts the ship off, there's plenty of time to reboot if your ship's hull is BADASS, or if you have a wing for support.

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The problem is that many modules still work after being destroyed. I once knocked a gun to 0%, and it was still shooting!
A destroyed power distributor still distributes, you just cant switch the pips anymore
Destroying the life support actually activates the life support.

Obviously a destroyed gun should stop firing
A destroyed power distributor should switch into emergency mode - 1 pip into every system.
Destroying the life support should cause canopy breach to result in instant death. Not be the same as a canopy breach.

Good idea - but the life support system gives you artificial environment if the module ever fails...It's working as intended.
 
I agree with what most have written :) Coming from a simulator background i would love more complexity regarding damage on modules, and to reward accurate commanders. More repairs in space would be cool as well. Consequences of action. More than pew pew (powerplant) dead.
 
Destroying the life support should cause canopy breach to result in instant death. Not be the same as a canopy breach.

Disagaree.

The destroyed life support is the MAIN support - when that IS destroyed your emergency supply timer activates.

I prefer if the battles are a bit drawn out with negative consequenses to destroyed modules:

Cockpit Destroyed - Emergency Oxygen gone, HUD gone, still has main oxygen supplu
Life Support Destroyed - Main oxygen gone, activates emergency oxygen
FSD Destroyed = Cannot frameshift
Engine Destroyed = Can crawl at 1/10 of main speed and cannot boost
Powerplant Destroyed = Heat Dissipation halved, Power output to SYS/ENG/WEA halved
Power Distributor Destroyed = Settings locked
Weapon Destroyed = Weapon locked at latest angle and will autofire if button was pressed at moment of weapon "destruction"
 
I think this needs to be addressed carefully. If you remove an Achillies heal from the large ships then the small ships will have a very hard time.

I'm happy with that kind of challenge but a lot of people wouldn't be.

You need small ships to have at least some chance otherwise you just end up with everyone in Anacondas!
 
I think this needs to be addressed carefully. If you remove an Achillies heal from the large ships then the small ships will have a very hard time.

I'm happy with that kind of challenge but a lot of people wouldn't be.

You need small ships to have at least some chance otherwise you just end up with everyone in Anacondas!

Do you have any clue how much power an anaconda uses? Halving that would absolutely cripple it...it'd either have to run away or sitting duck while it tries to fight.

EDIT: sorry, I do agree this should be addressed carefully, you're right about that.
 
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You know, how about adding a new module and change another.

1. Powerplant ONLY supplies power and have a VERY limited cooling ability similar to a life support system (reactor critical in X minutes)
2. Add Powerplant Heatsink - ONLY for cooling modules

Powerplant Damage = Reduced Power Output [Expand module control and priority settings to 10 or so]
Heatsink Damage = Reduce heat dissipation the more damage it is.

Taking out the heatsink would make the reactor go critical and you REALLY need to shut things down and get to a station

In general the reactor needs more overall hitpoints.
 
its pretty simple - modules should do stuff. Power plant damage should reduce power available, leading to other modules shutting down per priority order. Power distributor damage should lead to reduced capacity available and/or fewer pips available. Engines damage should reduce speed and agility. FSD damage should increase charge up time. Shield damage should increase charge time. Etc.

To offset this, weapons should penetrate less so you can't hit a module from the wrong side. And perhaps they should follow a damage curve so it is harder to destroy them, but easier to damage them. This way the real affect of targeting modules is to try and debilitate your foes.
 
Indeed targeting powerplants in combat is like hauling imperial slaves in trading. Its so much efficient than everything else, that makes everything else useless.

And why are powerplants exposed from the outside? Shouldn't they be an internal component? Should be protected by the ships hull and armor.

On top of this, one can damage targetted modules from any angle, which is weid...

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its pretty simple - modules should do stuff. Power plant damage should reduce power available, leading to other modules shutting down per priority order. Power distributor damage should lead to reduced capacity available and/or fewer pips available. Engines damage should reduce speed and agility. FSD damage should increase charge up time. Shield damage should increase charge time. Etc.

To offset this, weapons should penetrate less so you can't hit a module from the wrong side. And perhaps they should follow a damage curve so it is harder to destroy them, but easier to damage them. This way the real affect of targeting modules is to try and debilitate your foes.

Absolutely this!

Targetting modules should be a way to cripple the enemy ship, not a short-route to make it pop.
 
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