Subsystems in SOA

The HW:Trek guys take on HW:2!

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Talonpest
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Post by Talonpest » Sat Sep 20, 2003 12:18 am

Do you guys plan to use subsystems on Star Trek ships in your mod? I mean, it's kinda cool and very fitting to Star Trek to have subsystems, but at the same time it's sort of pointless to have a Miranda class that can have its engines knocked out, since you'd pretty much destroy the ship in the process.
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Howedar
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Post by Howedar » Sat Sep 20, 2003 12:20 am

Speaking as a normal person and not a mod guy, I'd expect to see engine disabling like in the normal game, as well as perhaps destroying deflectors to hurt the other guy's targetting. Maybe damage warp nacelles to prevent hyperspace.

Manticore
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Post by Manticore » Sat Sep 20, 2003 1:22 am

Yeah, it would be cool to see engines getting blasted.

Maybe it'll be possible to mod shields too? (licks chops in imagination).

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Pos_21
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Post by Pos_21 » Sat Sep 20, 2003 5:50 am

hmm, a perpetual subsystem bubble around the ship...

that might be interesting, would have to see if regenerating subsystems like engines could be shot through...

Talonpest
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Post by Talonpest » Sat Sep 20, 2003 10:06 am

The only real problem with having subsystems is that when you select the ship it has all the little health bars for all the systems, and that gets kinda busy if it's a small ship with a lot of subsystems.

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TheOneNamedViper
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Post by TheOneNamedViper » Sat Sep 20, 2003 12:32 pm

Let's make a list of possible subsystems for Trek in HW2.

I'll start it off:

Engines

Warp drive

Shields

Quantum Torpedo Launcher (no weapon less damaging than this should be targetable, since that would really clutter up the screen)


So, any ideas and comments?

TheStressPuppy
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Post by TheStressPuppy » Sat Sep 20, 2003 12:37 pm

1st lets see if we CAN add these systems. Then well talk about what systems too add [img]smile.gif[/img] Shields should be the 1st priority, and i agree there should be warp drives, and engines that can be disabled. We will need to find a good balance tho because subsystems can be exploited and abused so easily.

deathblane
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Post by deathblane » Sun Sep 21, 2003 12:01 am

Shields! I mean like just SHIELDS *crosses fingers and waits*

bones_of_the_many
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Post by bones_of_the_many » Sun Sep 21, 2003 4:15 am

oh the possibilities!

would it be possible to have 2 different systems that do the same thing?

phasers AND torpedoes?
fore and aft shields?
warp and impulse drives?

looks like the ships will definately need to be toughened up.

i was wondering about salvaging ships: (of course all theoretical) but would it be possible to simply transport the marines over once the engines and shields are down? or will docking a ship and cutting through the hull and taking it over that way come out on top?

and i have lots more questions and ideas too!

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Post by TheStressPuppy » Sun Sep 21, 2003 12:41 pm

We will need to wait, and see. RDN tools will be out soon along with the HW1 source (im as shocked as you all are about that one too). It will be an exciting time for homeworld modding then :D

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