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Re: Friendly fire and persistent damage

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I've heard conflicting claims about the two being possible to mod in:

 

Do we know if friendly fire and persistent damage to capital ships can be added in by modding?

Friendly fire: seems possible.

Persistent damage: not so much. It eally depends if they're even a mechanism for PD.

may i ask what PD is?

 

i have an idea... like a unit gets caught on fire and takes damage over a period of time?

PD = Persistant damage, not DOT (damage over time).

As in when you destroy all the hardpoints on a ship except one they will main tain that damage for a little while.

you mean when the batles over they wont instantly repair?

I feel confident in saying that friendly fire would be quite difficult, if not impossible, from looking extensively at projectile xml.

 

Persistent damage is also unlikely, you'd have to get it to 'save' damage on the galactic map after every battle, and I see no reference to anything in the code that can do this.

The only way I can see persistent damage as being inplemented without messing with the executable is through LUA.  Whether this would work or not is difficult to determine yet.  Another problem is how to get it to work with multiplayer, while keeping cheating from occuring.

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png

But does persistent damage really make sense? With the Empire's resources, they're going to repair any damage before the redeploy a ship. Even the rebels with their lack of easily accessible supplies are unlikely to send a damaged ship into combat except in an emergency.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

But does persistent damage really make sense? With the Empire's resources, they're going to repair any damage before the redeploy a ship. Even the rebels with their lack of easily accessible supplies are unlikely to send a damaged ship into combat except in an emergency.

 

Exactly, as it is now you can send your ship back into battle right away, no down time. The ships should have to sit out for awhile to be repaired.

That would be cool if we could make it so damaged vessels become unusable temporarily due to repair needs. The game already has maintenance costs on the ships (a percentage of the original cost, I think), and I think it deducts credits from your credit pool when ships take damage in a battle and survive.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

  • Author

That would be cool if we could make it so damaged vessels become unusable temporarily due to repair needs. The game already has maintenance costs on the ships (a percentage of the original cost, I think), and I think it deducts credits from your credit pool when ships take damage in a battle and survive.

 

Maintainence costs? I don't think it has that. Perhaps you're thinking of the population points a ship takes up? To my knowledge, building a ship is a one time cost.

 

It would be cool if there was an automatic deduction each time a damaged ship survived a battle, but what would you do if the player had no money left? Would the ship be destroyed? Stay damaged? If it stayed damaged in the absence of funds, wouldn't you run into the same problems as in having to program persistent damage?

Almost all the buildings have similar abilities like this one:

 

Skirmish_Automatic

0.0

0.025

0.0

5.0

Yes

ROOT

Color_Flash

1.2, 1.2, 1.2

0.6

1

 

I don't know what with happen if we start to mess with this.

 

As for frendly fire - maybe we can use this code:

 

1.0

150

200

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

Every unit and building has a line of code. Not sure what it does, and it could be disabled in the demo.

 

As for the Cain's friendly fire idea, I don't think it would work. All that code applies to Slave I's bombs, and just for fun, I tried detonating one on the bridge of a Star Destroyer: didn't do a thing, not even lower the shields. Killed most of the X-Wings in that area though... So, apparently even friendly splash damage doesn't hurt friendly units.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

well retails out...get cracking!

 

 

we want our persistant damage!

Anyone think there's a way to make it so ships can't fire through each other (friendly fire) or through ships and space stations when targeting a hardpoint?

 

Seriously, it's annoying when a I see missile go right through a space station and blow up on a hardpoint on the opposite side...

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

There is nothing involving collision detection in any of the projectile code, so I think you'd need to go to scripting if you could do it at all.

Anyone think there's a way to make it so ships can't fire through each other (friendly fire) or through ships and space stations when targeting a hardpoint?

 

Seriously, it's annoying when a I see missile go right through a space station and blow up on a hardpoint on the opposite side...

 

I agree.  I was playing a battle in an asteroid field and my Victory Class was shooting through a huge rock and hitting a rebel crusier.  Very lame!

Edited by Darthscharnhorst2

well.... that takes the tactics out of the game huh....

perhpaps in any case i have faith in the devs for patches to fix this kinda stuffs

 

I'm not so sure.  I mean, in their eyes the asteroids and such may just be there for aesthetics.

I think deep space battles on a large map would be pretty sweet...

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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