Forums » Suggestions

reduce the splash radius of capitol ships explosion

«12
Jun 07, 2006 KixKizzle link
Yea sure, lets get rid of the insta-Xplosion that's so prevalent in all games.
Bigger booms, as in the FORCE of the boom.
I think the explosion should send your ship SAILING for 2000+ meters away.
001m = 15k damage
500m = 10k damage
1000m = 5k damage
Jun 07, 2006 LostCommander link
KixKizzle, I agree with the sending ships SAILING from the explosion, but I would revise the damage numbers. No non-capital vessel should survive under 50m..:
50m = 30k damage
100m = 20k damage
250m = 15k damage
500m = 10k damage
1000m = 5k damage

and all of the damage should be accompanied by as much or 2x concussion force (exactly like the mine) as damage.
Jun 07, 2006 KixKizzle link
Yea sure.
Just as long as I have a # to run for.
Jun 07, 2006 toshiro link
500m, 10k? A bit too much, if you ask me... reduce the damage or range numbers by 25% and I'd agree.
Jun 08, 2006 Ghost link
Hmmm. I really don't agree with increasing the damage. 5,000 damage at 1,000m away takes a cent to around 20% armor from 100%. I can see the concussion affecting your ship at 1000m, but I would think you should be safe from damage at that distance.

You guys realize that the cap ships fight pretty close right? The way it works right now as soon as one explodes, all the turrets on the cap ship that killed it explode as well. That's a bit rediculous if you ask me.

I might be able to believe being damaged outside 600m if a HAC were to explode, but for teradons I don't think the explosion should have such magnitude.

I'd also like to point out that technically, unless there was a critical hit into fuel cells or something of the like, the destruction of a cap ship would be more of a steady break up as the ship falls apart. If we're going to have explosions be so damaging to everything nearby, then I don't think that every cap ship should explode. It should be a rare occurence when one does as a matter of fact. Most of them should just break apart when damaged enough.

But if we must have every cap ship explode, I'm still strongly in favor of Soulless' idea. At least it would give people time to get away. But if the damage increases that you're suggesting were applied, cap ships in the area of an explosion would most certainly by stripped of all their turrets which I just don't think is any fun.
Jun 08, 2006 GRAIG link
Make the Cap ships explode that way:

Multiple little explosions from each parts ( like when the turrets explode from a big yellow ball shot) then a big Boom.
Jun 08, 2006 LostCommander link
Well, the Cent IS a *LIGHT* figher craft... but still true enough. How about:
damage = 1% initial vessel HP * (distance/1500)^3; Which (for a 3,000k HP vessel) would approximately yield:
0m = 30k damage | 50m = 27k damage | 100m = 24.4k damage | 250m = 17.4k damage
500m = 8.9k damage | 750m = 3.7k damage | 1000m = 1.1k damage | 1500m = 0 damage

Oh, and of course there should be the random 5-30 sec. boom timer!!!