I don't object to the GUI showing a colour-coded indicator based on thresholds of health / integrity / damage. This can be a separate indicator, or incorporated into a health number or bar by colour-coding.
I don't want to have thresholds that actually determine how various ship parts work. If we do this, we'll have to define those thresholds, and likely different sets of effects or power / range etc. numbers that work at different damage levels... (My complicated systems thoughts included having three or four sets of effects for each part that determined how parts worked as the ship (or just the part) was damaged in steps.)
However, it will be much simpler only have to evaluate any factors (effects or otherwise) once, at the start of battle, rather than re-evaluating anything that could affect how parts or a ship functions during the battle. If we just reduce weapon power (or equivalent) proportional to the health / integrity of the ship, then we don't need to reevaluate anything complicated during battle; it's just a multiplication and division to get the damage-adjusted power of each weapon.
Defining various threshold-related effects also likely requires writing a lot more in ship part definitions, and means writing the code to interpret those definitions and store the information and dole it out in various situations. I'd rather not have to do all this.
Adjusting in-battle ship speed by health / integrity / damage is fine; I hadn't though of it. Reducing stealth and detection ability would also make sense.
Perhaps indirect fire weapons, including missiles and fighters, shouldn't be reduced in attack power by damage to their ship. Damage could instead reduce some other aspect of those weapons, such as firing / launch rate, or have no effect in some cases.
Re: a damage meter: I have to agree that a health / integrity meter (100 when fully functional) is better than a damage meter, if only just due to established practice.
For v0.4, shields probably won't recharge during combat. I don't see a need.
eleazar wrote:
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In the case of missiles, they have to be in (effectively) direct contact to qualify as hitting. Beam weapons can hit from further away.
Is this an intentional departure from the v.4 design pad SR/PD/LR system?
No.
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LR weapons in a couple places are described as "missiles". IMHO it is easier to intuit that a energy weapon would dissipate over a short distance, than that a missile would stop functioning.
This was dropping some implementation into a design discussion. I was talking about a missile detonating; it would have be right next to a target. This is a separate issue from how far a missile can fly from the ship that launches it. I suppose the range of a missile could depend on the launching ship being damaged, but I don't think it should... mainly to keep the UI simple for showing the range of a ship using missiles. I don't want to discuss details of missile range and targetting in this thread, though.
pd wrote:
Would this mean a nearly destroyed ship, still has the ability to shoot, but will just do something like 5 percent of it's potential damage to others?
Yes.