cryogenic cannon: space is usually either very cold or very hot. So why not take advantage of that? The cryogenic cannon fires a shell which on contact bursts and freezes a swath of the hull (possibly using the same algorithms for current field hardeners' area of effect, assuming a 1 or 2 unit cube) frozen hull pieces and any attached turrets are disabled entirely if in a shadow, and if in the sunlight, a large sum of damage (possibly the volume of the piece divided by 2?) is dealt and the frozen effect is removed. the frozen effect lasts 10 seconds unless it is reapplied.
Thrust damage: would undoubtedly require both a mechanic to disable sides of thrusters and engines covered by other voxels and a buff to thruster strength to give most, but not all, of the mobility back without having to make your capital ships look like Swiss cheese to turn around reasonably fast. I'd say it's worth it for how cool it would be to be able to fire a thruster in a desperate attempt to dispatch that fighter wing before they start cutting into your already crippled hull.
Proposed shield generator changes: make shields have a localized health bar based on the voxel they cover, perhaps the shield generator's volume divided by 100 times the health of the voxel for its shields' health? 50% of incoming damage is taken by the total shield health, while 50% is taken by the local health. Keep the main bar at the bottom as an overall measure of the shields remaining total health.
Field hardeners: make them only block 75% of incoming damage for themselves. Combined with the need to expose thrusters and engines, less maneuverable capital ships, as well as shields being more (read: at all) vulnerable to focused fire, this would add some fairly interesting counter-play to bring bigger ships down by outmaneuvering them and knocking out key components one by one.
Suggestion
Alpha393
cryogenic cannon: space is usually either very cold or very hot. So why not take advantage of that? The cryogenic cannon fires a shell which on contact bursts and freezes a swath of the hull (possibly using the same algorithms for current field hardeners' area of effect, assuming a 1 or 2 unit cube) frozen hull pieces and any attached turrets are disabled entirely if in a shadow, and if in the sunlight, a large sum of damage (possibly the volume of the piece divided by 2?) is dealt and the frozen effect is removed. the frozen effect lasts 10 seconds unless it is reapplied.
Thrust damage: would undoubtedly require both a mechanic to disable sides of thrusters and engines covered by other voxels and a buff to thruster strength to give most, but not all, of the mobility back without having to make your capital ships look like Swiss cheese to turn around reasonably fast. I'd say it's worth it for how cool it would be to be able to fire a thruster in a desperate attempt to dispatch that fighter wing before they start cutting into your already crippled hull.
Proposed shield generator changes: make shields have a localized health bar based on the voxel they cover, perhaps the shield generator's volume divided by 100 times the health of the voxel for its shields' health? 50% of incoming damage is taken by the total shield health, while 50% is taken by the local health. Keep the main bar at the bottom as an overall measure of the shields remaining total health.
Field hardeners: make them only block 75% of incoming damage for themselves. Combined with the need to expose thrusters and engines, less maneuverable capital ships, as well as shields being more (read: at all) vulnerable to focused fire, this would add some fairly interesting counter-play to bring bigger ships down by outmaneuvering them and knocking out key components one by one.
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