follow or contact us on
CERES
  • news
  • media
  • features
  • universe
    • the story
    • the factions
    • the Sol system
    • people and machines
    • monsters and myths
    • weapons
  • the team
  • devblog
  • forum
  • buy
  • Press

Design blog III: critical damage

3/15/2014

0 Comments

 
    If you have read reports and accounts of naval battles, the thing that will strike you is how easily a ship breaks down. It may be an unlucky hit in the boiler room, in the bridge, or a hit in the magazines and the fate of the battle is turned. It is not so much as how luck (or lack thereof) will get you stupidly killed, but how as a commander you manage your squadron when one of your ships suffers a temporary handicap. How quickly can you adapt your tactics when your ship's engine is out, or its gyroscopes make it tumble out of control ? How will you cover your ship that is currently rebooting its on-board artificial intelligence ? What can you do with a vessels whose coolant is leaking ?
    Critical damage is shown in red under your ship, with its repair time shown in seconds. It is shamelessly inspired by the game Wargame: Airland Battle by Eugen Systems.

Picture
Ouch ! My ship has severe critical damage: it cannot move, its energy will not be replenishing and it tumbles randomly.

    Critical damage is temporary and concerns all ships, independently of what modules you have installed. It will hinder or cripple your ship for a short while -from 15 to 60 seconds- before it is automatically repaired. It is all about you adapting and making quick decisions.  No two battles are the same with such damage.

list of damages /effect:

- main propulsion
- main generators
- inertia dampener
- capacitor banks
- sensor array
- gyroscopes
- thrusters
- AI reboot
- ammo stores
- coolant leak
- optics
- fire-control
- repair nanobots
- bridge
- turret power
- drone telemetry
ship stops moving (can still turn)
no more energy generated
speed divided by 4
stored energy 'leaks'
scanning range divided by 4
ship tumbles slowly out of control
ship rotation speed divided by 4
cyber attacks&defense/4, no AI bonuses
missiles in store slowly get destroyed
weapons cool-down time x4
range of beam weapons divided by 2
no firing of missiles or torpedoes
no repairing
no captain bonuses, no new targets
turrets cannot rotate
drones go inert, no new drone launch

The chances of critical damage currently look like this:
- a basic low (1-2%) default chance on every hit
- a 1-4% increase depending on the amount of damage the attack deals (may be increased to 1-9%)
- a 1-5% increase depending on the state of the facing armor (may be increased to 1-10%)

Of course, testing will reveal if such odds are fun or not, and we will react accordingly.
0 Comments

    Author

    Tryggvi Hákonarson, project manager and programmer. Pavlos Germidis, designer and 3D artist.

    Archives

    September 2015
    March 2015
    December 2014
    September 2014
    June 2014
    May 2014
    April 2014
    March 2014
    January 2014
    December 2013
    November 2013

    Categories

    All
    Ai
    Battles
    Damage
    Design
    Devblog
    Drones
    Savegame
    Weapons

    RSS Feed

Proudly powered by Weebly