Frag Out! [Ship Explosions]

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Frag Out! [Ship Explosions]

Postby PerfectDeath » Sun Jan 13, 2013 4:46 pm

I sent Rodrigo a draft comic a few days ago based on some of my experience with the infiltrators and their feedback.

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This summarizes one topic well. I've frequently been asked if we can have a self destruct button.
There are a some things we will be implementing to limit the effectiveness of ship explosions:

1: Ship explosive damage will be by default much lower and scale based on the volatility of the ship size, its supplies, and its components.

2: Systems Integrity will be implemented as another health pool. SI will be the current HP ships have, Hull Integrity will be about 10x SI and once HI is depleted a ship will then explode. Thus, ship explosions will be less frequent as ships without SI will be floating space hulks.

3: Weapon effects that can slow or stop ship movement for periods of time will be implemented allowing clever players to stall suicide ships from approaching to straight-up exploding in their face.

4: When HI gets too low ships gain a chance to explode when hit, thus, there is no reliable way to know when a ship will explode; thus difficult to time ramming explosions.

5: Sypheria has mentioned before that there will be one; with moral penalties for your empire.
For now, it would be insanely OP (overpowered)!
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Re: Frag Out! [Ship Explosions]

Postby Querulous » Sun Jan 13, 2013 5:06 pm

Hmm....perhaps one or more races should have a tech that lends itself to this tactic?
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Re: Frag Out! [Ship Explosions]

Postby Sypheria » Sun Jan 13, 2013 5:20 pm

Verau'nas take no damage from shockwaves and gain a racial buff when in the blast radius of a ally Verau'nas.
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Re: Frag Out! [Ship Explosions]

Postby Allan1 » Mon Jan 14, 2013 2:39 am

I like that ship explosions will do a lot of damage. This adds an element to the game where you really have to watch your formations and manage ships that are about to go boom. If allowing suicide button would mean you have to nerf the explosion damage of ships then I agree it is best to not have self destruct option.

You could still try to time a suicide run towards enemy ships as they bomb you to pieces and hope to get lucky and explode at the right time yeah? :x
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Re: Frag Out! [Ship Explosions]

Postby Aetherblade » Mon Jan 14, 2013 3:55 am

Sure, if you can reach the enemy lines in time and explode between them, that works. Keep in mind though that the explosion your produce depend on the volatility of it's contents, so it can still be quite expensive to do this.

Also, if they just get disabled, you are basicly handing the enemy ships :).
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Re: Frag Out! [Ship Explosions]

Postby Sypheria » Mon Jan 14, 2013 6:36 am

The higher the volatility of your ship the more unstable it is. High volatility ships raise their explosion point above a normally loaded hull. If packed with enough explosives you could blow before the ship leaves your own fleet from a long range missile.
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Re: Frag Out! [Ship Explosions]

Postby Querulous » Tue Jan 15, 2013 6:04 am

Is targetting hulks possible, to make them less capturable ?
Can we target our own ship, if it is being swarmed?
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Re: Frag Out! [Ship Explosions]

Postby Aurora Imperium » Wed Jan 16, 2013 4:13 am

Just don't have the ships get knocked back miles from nearby explosions, only damage.
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Re: Frag Out! [Ship Explosions]

Postby Querulous » Wed Jan 16, 2013 7:38 am

Actually since one of the races has the ability to hurl ships about, the knock back mechanics must exist.... so having some types of ships have knock back effect but low damage and some explosions high damage, low radius and no knockback could add variety and options.
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Re: Frag Out! [Ship Explosions]

Postby PerfectDeath » Wed Jan 16, 2013 12:14 pm

Knock back will play a much greater part in allowing a player to breakthrough a fleet's line when we implement ships being able to physically shield attacks if they are in between the attacker and its target. Also implementing ship lockdown which will debuff movement of enemies next to the locked down unit, preventing ships from running through your defense line.

Explosion knockback, thus, becomes a tactical means for a player to breakthrough by "pushing" a hole in the enemy fleet.
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