Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Author Topic: Damage over Time idea  (Read 489 times)

Nightstrasza

  • Ensign
  • *
  • Posts: 42
    • View Profile
Damage over Time idea
« on: January 15, 2022, 02:57:09 PM »

There's no DoT weapons save for end of the game singular weapon, desintegrator which eats thro armor.

My idea would be fire and few weapon ideas that could do this kind of damage, mechanics and ways of preventing it. It would chew thro hull, if an incendiary projectile deals hull damage it will cause fire that deals unresisted by armor hull damage till it's put out, the fire would scale with the amount of hull damage was dealt, refreshed with every hit that was dealt by fire causing projectile and increasing the dot if the hull damage was higher than the previous one but it wouldn't stack (makes no sense unless there would be a balancing reason for it). Fire would also stay on a phase ship if it was lit so dumb immortal ships can have a lil counter to them. Fire would be fixed by "repairing" it so more reasons to pick the Automated Repair Unit hull mod and perks related to repair. Fire could incentivize possibly taking the damage control elite skill. Also, flame particles would bypass shields, not whatever is carrying the fuel for the flame, just the particles themselves with thicker shields reducing the chance for them to bypass (so for example 1.0 shield doesn't protect but a 0.6 has 40% to block them and the blocked particles would do very low soft flux damage), at least that's the idea. Now to weapons, I'm horrible with names so just the general idea of what the weapon would be will be described.

Flamethrower: extremely low range ballistic weapon shooting just the flame particles, it would chew thro hull but do nothing to anything else unless it has enough damage to go thro the armor, it would also go thro shields as it's just the flame particles, also the reason why the extremely low range.

Incendiary shells: basically bullets carrying flammable load, the hit on the shields would do low hard flux damage, medium armor damage and normal hull damage. On shield hit they would break and release flame particles in a spray pattern like sabot missiles and those would have a chance to be blocked by sufficiently hardy shields. Perhaps breakable mid-flight like a missile?

Flame lance: a beam that does no shield damage, low armor damage and normal hull damage but have the benefit over flamethrower that it has longer range and perfect accuracy.

Incendiary missile: deals as much shield damage as a dud from other missiles, so very weak. If it reaches the ship, drills into it dealing medium armor damage and explodes applying the fire dot. It would also explode with small aoe if broken mid-air, igniting anything nearby but dealing no armor or shield damage when doing so, only hull.

Incendiary fighters: equipped with flamethrowers and breacher missiles, breachers to deal with armor and flamethrower to exploit the lack of it.


Bonus mechanic, there's icy weapons from doritos, they are already balanced to what they are supposed to do but what if they could be changed so they jam weapons they hit, supposedly "freezing" them or shoving ice?, would be thematic.


EDIT: I also forgot, wanted to propose together with all this fiery stuff a new hull mod, something with extinguishers for fire prevention, a logistic hull mod that increases the speed fires are being "fixed" but it wouldn't help with other repairs like damage or emp. For a secondary effect to not be completely useless like many logistic hull mods have, it could provide like +10% to flux disipation speed with a reason that... don't know, cooling in the ship helps with flux?
« Last Edit: January 15, 2022, 07:45:42 PM by Nightstrasza »
Logged

Yunru

  • Admiral
  • *****
  • Posts: 1560
    • View Profile
Re: Damage over Time idea
« Reply #1 on: January 15, 2022, 03:24:59 PM »

Peeling back the curtain a bit, this is probably unlikely, as it'd require the AI to know how to handle such effects which right now it just... Doesn't. Straight up ignores them.

Nightstrasza

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: Damage over Time idea
« Reply #2 on: January 15, 2022, 03:51:15 PM »

It knows when when to use sabots, aka, against shields or as a desperate measure when dying to emp enemy. It knows to use high damaging torpedos if it can overload the enemy, otherwise it keeps them for when they are overloaded or when dying. It knows to use breachers only against unshielded or overloaded enemy, otherwise it may spam them to overwhelm the enemy together with other weapons. Same with swarmers. Harpoons exclusively only when enemy is nearly or already overloaded.

Basically what I'm trying to say, AI is very competent with using weapons when given proper if X do Y directions. Sure, it uses gravity beam against a 3k armor onslaught and spams swarmers often against 0 flux capital ships... but everything can be fixed with better directions so teaching AI those things doesn't seem all that hard.

It would probably struggle against the shield bypassing effect, but there are already weapons that do that, either thro EMP arcs or dorito weapons, if Alex will take time to teach AI to react to those two (which I assume he will considering end game will consist of lots of those 2 mechanics with doritos) then don't see why it wouldn't know how to react to the flames. It would also panic and if it has teleport abilities, it will spam it while taking fire dot... but then again, they do that already when you zap them with an EMP weapon and deal damage by arcs thro shields, those mechanics already semi exist, AI just need to be taught how to react.
Logged

Yunru

  • Admiral
  • *****
  • Posts: 1560
    • View Profile
Re: Damage over Time idea
« Reply #3 on: January 15, 2022, 03:57:07 PM »

None of those are the sort of effects your suggestion would need. All, in fact, are direct damage, or conditions for the ship to use the weapon, not for other ships determining whether to block, tank, or Dodge.

Nightstrasza

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: Damage over Time idea
« Reply #4 on: January 15, 2022, 04:02:06 PM »

Check the last paragraph. If Alex is itending for EMP arcs and dorito weapons to stay he has to teach AI anyway how to deal with shield bypassing and their reactions to those events, especially that black ball that zaps everything around it but also desintegrator since it keeps ticking. If he figures this out, don't see a reason why this wouldn't work.
Logged

Amazigh

  • Captain
  • ****
  • Posts: 288
    • View Profile
Re: Damage over Time idea
« Reply #5 on: January 15, 2022, 08:36:44 PM »

Check the last paragraph. If Alex is itending for EMP arcs and dorito weapons to stay he has to teach AI anyway how to deal with shield bypassing and their reactions to those events, especially that black ball that zaps everything around it but also desintegrator since it keeps ticking. If he figures this out, don't see a reason why this wouldn't work.
iirc, The AI actually has no understanding of shield-piercing damage at all.

Shield-piercing EMP arcs generally do minimal if any actual damage, so the AI not understanding that is deemed an acceptable tradeoff, as if the minor damage from the arc was enough to kill them, then they were likely going to die anyway.

The DoT on the Disintegrator only does armour damage, so it can't ever actually score a kill off of the DoT. The AI not knowing that it will lose some armour is not going to directly kill it, so once again an acceptable tradeoff.
Logged

Nightstrasza

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: Damage over Time idea
« Reply #6 on: January 15, 2022, 08:55:24 PM »

EMP arcs do damage, I've killed plenty with tac lances, the damage is comparable to malfunctions damage, it can deal hundreds of damage, for example, it only takes 3 arcs to kill a monitor.
Logged