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...
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!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
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".
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".
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.
Destroying the life support should cause canopy breach to result in instant death. Not be the same as a canopy breach.
Don't we have enough rescue rings allready (shield cells)?
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!
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.