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View Full Version : What do you thing about damage?


DarckKnight
03-27-2009, 02:54 PM
When i'm talking about damage I talking about damage to the ship and wounds. Some of you might know what I'm talking about other will be confused so let me explain.

Damage = major systems that are crippled that require a dry dock to repair. Lets look at the third startrek movie and the last of the TNG movie. In both cases the damage to the ship systems where crippled or running at less then ideal operation. They had to return to starbase to get repairs because the damage was so overwhelming. This would be a great aspect to the have if you get destroyed or major damage there will be things that the engineer will not be able to fix completely. This will not leave you dead in space but will have a major effect on how well shield, weapons, engine, ect will run. Scotty was a great engineer but there are somethings that he can not fix without the right parts. ( minus a roll of duct tape and some bailing wire) 5 mins in a dry dock for the ship that is near total collapes.

Major Wounds = Even in the star trek movies and TV shows there are times that people got really hurt and it meant time in the sick bay.( unless your wearing a red shirt. poor guys :eek: ) Same as the ship you should get hurt on mission like you arm is wounded you can not aim your phaser as well. you leg is injured you can not run as well. you get the idea. Make it so these wounds are presistent and will take a doctor time to heal them in a sick bay. They can heal your health and can patch you up but can not heal the this unless they get you in a medical bay It's effect will give you negivites on everything from overall max hitpoints or life to your ability to use skills and abilitys unless you are treated. I would say just returning to the ship after an way mission.

Battle stress or fatigue= There nothing like having a metal breakdown on the job :) j/k, but a life in command of a star ship is not a idea for the metal health of anyone. Sometimes you just got to get off the ship and relax. Stress can have an adverse effect on the crew as well as their commander. So shore leave is a must. Stress can have a neg effect on the over all ability to command and acts of the crew, not only in space but also on the ground. Then their is the flipside, if you crew is just come back from shoreleave and well rested then ship and crew should have a bonus to there overall preformace like 110% bonus to damage, defence and so on or anyother skill you might use on a mission or crafting. 5 mins to relaxs on shore leave to remove stress and 5 more mins to start buiding a bonus should be fine. And the ship can be repaired at the sametime your on shoreleave. With a message advising you that all systems have be refited or repaired. So you know when you can depart the starbase, but you can hang out and get a bonus from the shoreleave if you want too.

Dry dock for ship repairs or refit as well and shore leave it would open the door to go land side and interact in a social interactions with other player. I believe this would also cut the Quest, Grind, Wash, and repeat cycle that so many MMOs have adopted and make a meeting spot for groups to be formed and making friends.
As for the wounds that should be something that the doctor on the ship should be able to fix and will make a player aware of the need to get back to the ship and have these wounds removed. Plus supply a break in the grind of shooting the animals for xp or killing mods for loot. I believe 2 hours of hard or equal fights with mods and you would to start thinking about returning. 4 hours then you looking a major negitives and need to return or run the risk of being defeated.

Ether way I think it would open a part of the game that we have not seen in a MMO in 4 years or longer and set the stage for social interaction between players but not press the issue.

So what do you think?

CaptainTy
03-27-2009, 04:05 PM
I like most of these Idea's, I really would like a realistic feel for Damage/Space dock repair. and the healing aspect, well, It's a good idea, as long as you have an NPC Doc if you don't got one in your guild. The vecation while ship is repaired is a good idea, I mean frankly it would be realistic and allow you to experience both Ground and Space experience.

So if you Cryptic dudes and dudets are reading this, I say go for these ideas. :)

"CT"

Ruzzell
03-27-2009, 04:09 PM
Sheild and deflectors are designed to take damage, they can absorb so much energy and force before failing. Energy can be sent to these from reserves and other systems. Shield generators can be destroyed or damaged to also cause failure. The ship's hull can take a minor amount of damage before failure as well. Ship system's are housed in diffrent areas and can take damage and result in the system's failures, things like Warp drive, impulse engines, sensors, weapons, computers, life support.

Engineering teams can repair at a certain rate if they have the materials needed. Dry Docks can repair at a much faster rate and have way more materials.

OrabIbo
03-27-2009, 04:52 PM
I'm a little confused by your post. Are you focusing on ship damage or player damage. Or are you mixing both! lol

I like a complex damage model. But my experience from SWG, is that alot of ppl do not like the downtime that is created, when trying to mend a multiple wound system. The fact that you have to find certain heals to heal your wounds, but have to go to a medic station for fatigued parts, or critical wounds was just to much for ppl to stand. so it got simplified to Hit Points (HP) If you had them great, if not, your gonna die. End of story.

Since Doctors were designed for the more advanced systems, and in fact there were multiple specialties of doctors, some professions got thrown out because there was no use for them anymore!

Point is, Cryptic needs to stick with a design and stick with it! Don't do what SOE did and majorly change things. Tweak it to make it work. Don't start over every 6 months :P

Sorry for the vent, but I feel like it's a warning that needs to be heeded.

I think damage to ships systems should be fixed in the field. But repeated damage, or weapons that cause structural damage cause damage that cannot be repaired in the field.

This is often represented by reducing the ships maximum HP for that ship component, in the form of a black bar. showing that your HP could be this, but it's not because of this structural damage that can only be repaired by a Starbase or Dry dock! So deep space missions would eventually require you to find a Starbase along the way to continue exploring :)

Loekii
03-27-2009, 06:22 PM
Sheild and deflectors are designed to take damage, they can absorb so much energy and force before failing. Energy can be sent to these from reserves and other systems. Shield generators can be destroyed or damaged to also cause failure. The ship's hull can take a minor amount of damage before failure as well. Ship system's are housed in diffrent areas and can take damage and result in the system's failures, things like Warp drive, impulse engines, sensors, weapons, computers, life support.

Engineering teams can repair at a certain rate if they have the materials needed. Dry Docks can repair at a much faster rate and have way more materials.

Basically see it like that, sort of like SFB/SFC games:


Each Shield has a base 'HP', which can be augmented by increasing power to that shield.
Each System has their own independent 'HP'. When the HP reaches zero, the system no longer functions.
The ships 'hull' is a separate HP. When it reaches zero, the ship explodes.
Crew, also acts like 'HP'. If your Crew HP gets too low, you lose functions and eventually the ability to control the ship -- would like to see it also be a way to 'capture/defeat' as ship instead of destroying hull.
Each ship has 'Damage Control' teams which can repair damage (or be assigned to repair specific damage).
Medical Bays help restore Crew HP.

DarckKnight
03-27-2009, 09:23 PM
I'm a little confused by your post. Are you focusing on ship damage or player damage. Or are you mixing both! lol

I like a complex damage model. But my experience from SWG, is that alot of ppl do not like the downtime that is created, when trying to mend a multiple wound system. The fact that you have to find certain heals to heal your wounds, but have to go to a medic station for fatigued parts, or critical wounds was just to much for ppl to stand. so it got simplified to Hit Points (HP) If you had them great, if not, your gonna die. End of story.

Since Doctors were designed for the more advanced systems, and in fact there were multiple specialties of doctors, some professions got thrown out because there was no use for them anymore!

Point is, Cryptic needs to stick with a design and stick with it! Don't do what SOE did and majorly change things. Tweak it to make it work. Don't start over every 6 months :P

Sorry for the vent, but I feel like it's a warning that needs to be heeded.

I think damage to ships systems should be fixed in the field. But repeated damage, or weapons that cause structural damage cause damage that cannot be repaired in the field.

This is often represented by reducing the ships maximum HP for that ship component, in the form of a black bar. showing that your HP could be this, but it's not because of this structural damage that can only be repaired by a Starbase or Dry dock! So deep space missions would eventually require you to find a Starbase along the way to continue exploring :)

I think it's something that was pretty cool from SWG before CU and the NGE. The only problem that i saw with wounds in swg was that you had to wait for a player doc. to come in and heal you. I think the lesson was learned from that. But returning to your ship to get healed would removes the problem of waiting on a player to help you, but yes for the love of god do not pull a SOE with this game.

the venting is fine i understand it trust me. Pre NGE jedi = me :D

Commodore_Rook
03-27-2009, 09:51 PM
These make obvious sense, that if you (meaning either the ship or Captain) take damage, then their effectiveness is reduced. I always hated in games where an enemy can still kill you with 1% health left and you MUST finish him off. You would think, with enough damage, a person is useless in combat. (This deserves a reply in the "What I Don't Want in the Game" thread) I do not want enemies still as dangerious at 1% health as they are at 100% health. The same goes for ships. If there is enough damage on a ship, the weapons shoud be offline (or reduced) or warp engines or whatever, and surrender should be an option. Capture or allow to run will then be decided on.