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Author Topic: Disabled Ship = Escape Pods, not Boom  (Read 1758 times)

SafariJohn

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Disabled Ship = Escape Pods, not Boom
« on: January 22, 2023, 03:59:06 PM »

I suggest when a ship is disabled it spews out escape pods/shuttles instead of exploding.

Pods flying out from under a ship and fading down like missiles should be about as flashy as an explosion. If capitals are too big for that to suffice, disabling all the weapons (along with the engines per usual) should make up the difference.
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Thaago

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #1 on: January 22, 2023, 04:28:03 PM »

I think this alongside some minor explosions would really sell the idea that the ship finally bit it and the crew have had enough.

Bonus points if automated ships eject their AI core :D
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Embolism

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #2 on: January 22, 2023, 06:22:47 PM »

I'm reminded of SPAZ 1 where destroyed ships shoot out all their crew in pods at high velocity, which you can then either pick up or shoot to watch the exposed crewmen flail and die in the vacuum of space...

Also fighters should do this too, and maybe if the carrier has recovery shuttles it will also send out tiny pods to retrieve pilots...
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Rusty Edge

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #3 on: January 22, 2023, 07:12:04 PM »

Improved escape protocols could be a nice hullmod for Rugged construction ships.
Drastically reduces casualities for disabled ships, at the cost of reduced effective hull integrity (crew escaping before hull is completely compromised.)
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Ontheheavens

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #4 on: January 22, 2023, 09:21:14 PM »

I suggest when a ship is disabled it spews out escape pods/shuttles instead of exploding.

Pods flying out from under a ship and fading down like missiles should be about as flashy as an explosion. If capitals are too big for that to suffice, disabling all the weapons (along with the engines per usual) should make up the difference.

Absolutely loving this idea - reminds me of Highfleet escape pods, which really added to the atmosphere.
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Schwartz

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #5 on: January 22, 2023, 09:52:23 PM »

Yeah, would be cool. Also let enemy ship PD target escape pods. Doesn't have to change any statistics, but this could give a tiny temporary downside to the upside of having one less enemy ship against you.
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gG_pilot

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #6 on: January 23, 2023, 05:49:23 AM »

I suggest when a ship is disabled it spews out escape pods/shuttles instead of exploding.
+1
Yeah, would be cool. Also let enemy ship PD target escape pods.
  +1
Space combat is rough,  when automatic systems like PD are controlled by AI, then  no mercy  could be  expected. Most crew at space  ships  are repair-man or programmers. Idea that a weapon  is directly controlled by a human  is nonsense. Even a idea that each target  have to be  approved by   human is  too slow. Future wars dont need   fighters but technicians and managers.
« Last Edit: January 23, 2023, 05:57:24 AM by gG_pilot »
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Soda Savvy

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #7 on: January 23, 2023, 08:10:53 AM »

Edgy.

Everyone would have very obvious 'This is an escape pod' beacons to avoid that very scenario. The PD can already track and distinguish between missiles, flares, fighters, friendlies of the same, and debris as it is.

And anyone dumb enough to spoof it would find a guarantee of death no matter the case.

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gG_pilot

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #8 on: January 23, 2023, 08:42:29 AM »

Edgy.

Everyone would have very obvious 'This is an escape pod' beacons to avoid that very scenario. The PD can already track and distinguish between missiles, flares, fighters, friendlies of the same, and debris as it is.

And anyone dumb enough to spoof it would find a guarantee of death no matter the case.
LOL When you fit any system who recognize enemy escape pod by id beacon, at this moment I start to produce escape pods  filled by explosives. When your ship get nice hole size of a ping-pong table, you  might  guarantee whatever you like. You have few minutes left of your life.

You can  only make it work for your own pods, even in this case it is a security threat. When your codes for pods get into opponent hand you are a dead man walking.
« Last Edit: January 23, 2023, 08:47:43 AM by gG_pilot »
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FooF

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #9 on: January 23, 2023, 08:57:51 AM »

As a visual effect, this would add a cool “flavor” of space battles but then to have PD shoot them down? Nope.

2 objections to making escape pods targetable: one gameplay, the other perception. First, I don’t want to waste one iota of flux on non-enemy targets. I don’t want to waste one second of PD coverage on targets that can’t hurt me. If dead ships tie up my PD or cause me to waste flux, that’s an instant veto from me as a player.

Perception-wise, we all know crew are getting butchered by the thousands in these battles but shooting down defenseless escape pods is morally/ethically objectionable. Thus far, the battles in SS have been abstracted to the point of being bloodless. You don’t see crew being jettisoned or dismembered bodies all over. I would think that’s intentional. Yes, it’s just a game but I don’t particularly want to RP as a person who kills surrendered/defeated foes for the lulz.

If, however, a purely visual effect of dozens of escape pods occurred on disabled ships that had no gameplay impact, I think that would be pretty nice touch.
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Ruddygreat

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #10 on: January 23, 2023, 08:58:19 AM »

Edgy.

yeah, this lol.
Rusty edge had a neat idea (though it probably wouldn't be used by players, it does make sense) & it would make for some nice visual flair, but everyone else in this thread is being annoyingly edgy.

SafariJohn

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #11 on: January 23, 2023, 05:28:14 PM »

Mechanical effects I would like to see:
- get some crew back from disabled ships after the battle ends
- ships that break apart can't be recovered (with sMods, etc. preventing break apart)
- chance of post-battle event that lets you recruit crew from enemy's life pods

Rusty Edge's idea is cool. Probably not worth using, but cool.

everyone else in this thread is being annoyingly edgy.

Only Schwartz and gG_pilot.
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Schwartz

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #12 on: January 23, 2023, 07:49:21 PM »

What's edgy about it? I'm looking at this purely from an interesting game mechanic standpoint.

I also don't think there's official "rules of engagement" in the StarSector universe? Hegemony may have a code regarding this, but when there's no watchful eyes, everybody could and does probably play dirty.
« Last Edit: January 23, 2023, 08:07:55 PM by Schwartz »
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Ontheheavens

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #13 on: January 23, 2023, 11:28:41 PM »

Mechanical effects I would like to see:
- get some crew back from disabled ships after the battle ends
- chance of post-battle event that lets you recruit crew from enemy's life pods

Seconding this.

- ships that break apart can't be recovered (with sMods, etc. preventing break apart)

Isn't that already the case with vanilla?

Quote
Improved escape protocols could be a nice hullmod for Rugged construction ships.
Drastically reduces casualities for disabled ships, at the cost of reduced effective hull integrity (crew escaping before hull is completely compromised.)
Rusty Edge's idea is cool. Probably not worth using, but cool.

Cool as it may be, I think it doesn't fits with Rugged Construction at all. Keep in mind that Rugged Construction is itself a hullmod which, apart from Low Tech, is also present on Derelict drones. These ships are old, simple and straightforward, with hardly any delicate machinery - "Improved Escape Protocols" (if to be implemented at all) is something that I believe to be a much better fit on High Tech.

Rusty edge had a neat idea (though it probably wouldn't be used by players, it does make sense) & it would make for some nice visual flair, but everyone else in this thread is being annoyingly edgy.

The real annoyance are the people who belittle others for their opinions and ideas.
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Doctorhealsgood

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Re: Disabled Ship = Escape Pods, not Boom
« Reply #14 on: January 24, 2023, 12:24:39 AM »

I suggest when a ship is disabled it spews out escape pods/shuttles instead of exploding.
+1
Yeah, would be cool. Also let enemy ship PD target escape pods.
  +1
Space combat is rough,  when automatic systems like PD are controlled by AI, then  no mercy  could be  expected. Most crew at space  ships  are repair-man or programmers. Idea that a weapon  is directly controlled by a human  is nonsense. Even a idea that each target  have to be  approved by   human is  too slow. Future wars dont need   fighters but technicians and managers.
Lorewise there is technological augmentations for gunners (it is also a skill) so needless to say chances are human ran weapons still exist
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