Subsystems taking damage from any angle

Yeah, the reply doesn't give me a whole heap of hope, to be sure. But it is the first time they've acknowledged it at all, so I guess it is progress.

You know 6 months was my optimistic guess :D. 6 months ago when i got this game and reading the Dev promises i thought man this will be the best game ever in 6 months... now we are here we have this crap, a somewhat working background simulation and Powerplay which is in no way connected to it and now the CQC stuff.. i mean i don't think PP and CQC features are bad in anyway ( Well maybe a bit about the PP being too grindy thats why i chose to not take part in it but if others do i have nothing against it ) but we are talking about a game in which we were flying ghost ships with no visible pilots on cockpits since the last big 1.3 update. With these kind of priorities FDEV has we will have the game we really want in 5 years... and this too is an optimistic guess.
 
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Yeah this is such a stupid issue, I took a video ages ago of shooting an NPC Anaconda power plant through the entire ship as it chased me and refused to return a single shot.

https://youtu.be/lqqE7olQgwI

Anyway, I've been on a slow exploration cruise since february and as I consider returning to inhabited space I'm rather miffed this is still an active issue, must be a pretty fundamental problem.
 


hmm... this Mod brings up a good point. Could it be that the C3 Pulse Laser which has A rated Penetration is just 'penetrating' the hull and hitting the module and that's been the intended feature all along?

Any thoughts?

Well if that is what a puny pulse laser is supposed to do then i would argue that PAs and Railguns are extremely weak and couple of Railgun shots should break a mil grade armored Anaconda in half. C'mon...
 
Yeah, its also odd that IF the intention is that C3 Pulse have A Penetration they should also, at the very least, deal hull damage to the point of entry as well as REDUCED module damage when they make contact with the intended target on the opposite side of the haul. This is all very weird... Armour grade should reduce module damage, and Penetration should be looked into and changed if this is the case.

Sounds too complicated to have varying degrees of penetration based on the facing, I'd make it so modules have rigidly defined hitboxes on the area of hull closest to the module's internal position, and only weapons with a penetration effect can do damage to the module period.

Possibly with the exception of modules that actually extend from the hull like scoops and drives, their hitboxes could take damage from any weapon penetration or no.
 
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Yep. Taking an anacondas into PvP is suicide while internal modules are effectively sitting on stalks with a sign on them saying plz kills me.
Must be fixed before NPCs start targeting subsystems.
 
Yep. Taking an anacondas into PvP is suicide while internal modules are effectively sitting on stalks with a sign on them saying plz kills me.
Must be fixed before NPCs start targeting subsystems.

Quite the opposite.. it will finally make everybody realize how ridiculously logic defying this stuff is maybe then FD will realize acknowledge and fix it.
 
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Some argue that this is intended and to some degree 'works'. It means nothing if the end result still feels broken.

If it looks like a broken duck, swims like a broken duck, and quacks like a broken duck, then it probably is a broken duck.
 
I havent really bothered with combat since the game came out. I've been trading and smuggling and I'm working my trade up to Elite now. As combat stands is it worth getting in to with what seems to be a very serious flaw or should I just get a rift and go exploring until it's fixed?

I had hoped to smuggle my way to elite, then get stuck in to combat in open play before heading off in to deep space. Should I just skip he combat part if it's just a case of taking out power plants and armour being meaning less, and just go exploring once I've got my Elite Trading badge?

This design flaw looks like it's going to totally mess up CQC too?
 
It's up to you. If you can enjoy 'War of Attrition' type of combat and can afford ships that can have lots of shield-cells. Or if you don't mind losing to someone who does.
 
This made me think of the way Master of Orion 2 did armor/hull/subsystems damage. I know it’s a very old 4X TBS but it was very clever.

Armor and hull are separate things.
Shields absorb certain amounts of damage but even when shields are up certain amount of damage gets through.
Once the Armor goes down, the hull starts to take damage, but systems can also start to take damage. Which systems actually take damage is random. But if the power plant fails the ship explodes.
You can then get armor piercing weapons which go straight for hull/systems damage and some very specialized weapons increase the chance of systems damage.

I really thought it was a great way of doing combat.
 
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