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So I am just currious if you guys (pvpers) have any ideas on how to approach this problem. It seemed to be an critique worthy point on the new system, and I am very interested on how other players think about this problem and possible solutions.
So here is my first idea on how to solve it: If a docked entity overheats, it creates an explosion and emp plus power drain effect on its mother. This damage is proportional to it's last received damage over 10 seconds, and to it's initial mass. I allready know, that this solution does not work, as I would just undock the docked armor right before it overheats. =)
But hey - why not apply this effect also in it's proportion, if the docked entity isn't overheating? This also solves the issue, that a docked armor entity (call it A), that is docked to a docked entity (B) before the actual mother ship (M), would just soak up the damage and not apply it to the actual mother: If you save the damage for the last 10 seconds and apply it to the parent entity (B), the damage gets chained down from the parent (B) to the actual mothership (M), as the middle entity (B) would just immediatelly overheat and just hand over the undock/overheat damage from (A) to the actual ship (M).
other suggestions:
Additional info:
For clarification and definition of docked armor: Docked armor is, when you have a ship setup, where you exactly know where you are going to get hit. For example the front. At this point you place a huge amount of armor blocks on a docked entity. Another way is to have a docked hull, so the ship is completely covered with a docked exterior.
This armor-entity will get destroyed, but the lost armor hitpoints will not influence your overall armor hitpoints of the parent entity (the actual ship). Compared to a ship, that doesn't use this setup, the docked armor one has advantages:
-Different Armor HP behavior.
-Protection from Ion and Power Effect modules, as they can't damage the actual ship before the docked armor is gone.
-(not an advantage, but problem) if undocked the hull just lags the game to death
Attention: New power, new shields. Please take into account, that we are allready talking about the new systems, as of the information of Schema's latest post. The update, when it comes out as planned, will involve shield spheres, that have certain propperties on their shielding behavior. The docked shields are a lesser issue with the new system, and if you like to discuss the shields mainly, please make a seperate thread. Shields will only cover a certain sphere, this should make docked shields ineffective. Also, the new shield mechanic isn't known to it's full spectrum jet, so discussing solutions to speculations will be very stressfull. This thread exists solely on brainstorming, and foremost to solutions to the docked armor issue.
So here is my first idea on how to solve it: If a docked entity overheats, it creates an explosion and emp plus power drain effect on its mother. This damage is proportional to it's last received damage over 10 seconds, and to it's initial mass. I allready know, that this solution does not work, as I would just undock the docked armor right before it overheats. =)
But hey - why not apply this effect also in it's proportion, if the docked entity isn't overheating? This also solves the issue, that a docked armor entity (call it A), that is docked to a docked entity (B) before the actual mother ship (M), would just soak up the damage and not apply it to the actual mother: If you save the damage for the last 10 seconds and apply it to the parent entity (B), the damage gets chained down from the parent (B) to the actual mothership (M), as the middle entity (B) would just immediatelly overheat and just hand over the undock/overheat damage from (A) to the actual ship (M).
other suggestions:
Remove AHP, make armor actually matter. Make shields and armor work together instead of one or the other (after shields run out) - it's the whole reason docked armor is so effective, because it makes shields and armor supplement each other.
Additional info:
For clarification and definition of docked armor: Docked armor is, when you have a ship setup, where you exactly know where you are going to get hit. For example the front. At this point you place a huge amount of armor blocks on a docked entity. Another way is to have a docked hull, so the ship is completely covered with a docked exterior.
This armor-entity will get destroyed, but the lost armor hitpoints will not influence your overall armor hitpoints of the parent entity (the actual ship). Compared to a ship, that doesn't use this setup, the docked armor one has advantages:
-Different Armor HP behavior.
-Protection from Ion and Power Effect modules, as they can't damage the actual ship before the docked armor is gone.
-(not an advantage, but problem) if undocked the hull just lags the game to death
Attention: New power, new shields. Please take into account, that we are allready talking about the new systems, as of the information of Schema's latest post. The update, when it comes out as planned, will involve shield spheres, that have certain propperties on their shielding behavior. The docked shields are a lesser issue with the new system, and if you like to discuss the shields mainly, please make a seperate thread. Shields will only cover a certain sphere, this should make docked shields ineffective. Also, the new shield mechanic isn't known to it's full spectrum jet, so discussing solutions to speculations will be very stressfull. This thread exists solely on brainstorming, and foremost to solutions to the docked armor issue.
A quick outline of those features besides the power system, and the chambers is:
~ Local shields: rewritten shield system to cover a radius rather than global to balance shield coverage between multiple docked entities
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