Forums » Suggestions

Make damage effect gameplay / ships

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Nov 17, 2014 cellsafemode link
This is a three fold suggestion.

1. Damage should effect subsystems. But since that requires a massive amount of work, I propose a simple lead in and it may be the only thing necessary to get the desired effect. Make the recharge rate of the battery dependent on hull damage level. 100% hull == 100% battery charge rate. The percentages to some floor like 20% reduce battery charge rate on a 1:1 ratio.

2. The secondary effect of damage is the visual effects. You have smoke and fire and de-gassing type effects. This should be reflected in in the first person view to the effect of hindering visibility to some degree. Your reticule would be visible but the scene behind it would be periodically blocked with fire/smoke as it comes off your own ship.

3. Since we would then be placing a heavy importance on damage, we should also place an importance on repairing the damage. It should take time for the nanites to do their job. To keep this simple, stations should be able to repair ships in 20 seconds. This is regardless of damage done, as you pay for the nanites at a level where the amount would fix your ship in 20 seconds. Tridents should take significantly longer to repair as they're much smaller and would not have the ability to scale to station level nanite baths. 35-40 seconds to repair in a trident. Similarly conq stations where you dont pay for repairs would have these "limited" nanite repair capabilities like the trident.
Nov 17, 2014 genka link
Have you ever played this game?
Nov 17, 2014 greenwall link
Since nanites don't exist in real life, what is your basis for how long they should take to repair a ship? Not that I care, of course.

The only good suggestion in your three is visual damage effects in 1st person view.
Nov 17, 2014 cellsafemode link
No I've never played the game before.

the number is arbitrary. like energy usage, mass etc is in the game. The final value is something that is tuned and tweaked until a happy balance is reached.
Nov 17, 2014 Death Fluffy link
This suggestion would suck the fun out of VO combat.

The happy balance is being able to fight effectively until you are dead and able to return to the battlefield as quickly as possible.

Oh, and it does take longer to repair tridents. You either have to do it manually with repair guns or fly alllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll the way to to not just Latos M7, but alllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll the way to the dock that's 30,000 m out. If you're lucky, you might even get your dent to reach top turbo speed along the way.

Edit: Fair enough, I misread the part about trident repairs then.
Edit2: l's fixed
Nov 17, 2014 cellsafemode link
not talking about repairing tridents... repairing _on_ tridents.
Nov 17, 2014 Pizzasgood link
1) -1 for fighters; +1 for giving capital ships targetable subsystems to disable

This is one of those things where the unrealistic behavior is far more fun than realism. Fighting while at nearly no armor is one of the most exciting things about this game.

2) +1

3) -1 to stations, though I'd find 5s acceptable; +1 to slowing down repairs inside capital ships based on the size of the capship.
Nov 17, 2014 tarenty link
It's annoying me more than I would expect that Fluffy's ls are not equal. Also, -1 to hindering performance with damage. One of the best things about VO is that a pilot in dire circumstances, like having a badly damaged ship, can pull through with crazy clutch victories.
Nov 18, 2014 abortretryfail link
I'm going to come right out and call this one out for what it is: If you don't like the fact that your enemies routinely use capital ships in batttles but your guildmates refuse to bring theirs, don't go around trying to get capships nerfed. They already suck a lot by being half-finished and being able to dock anywhere. Either try to convince your guildmates to be less lame and bring theirs or build your own and bring it to even the odds.

With that out of the way....

-100 to point #1 the power cells are already a severely limiting of ship damage output. This disproportionately disadvantages light fighters that can't carry multiple heavy rocket launchers to compensate.

+1 to point #2 neat visual fx are a good thing VO needs to stay competetive. Obviously, this fog or fire would be more likely to get in the way of your view if you were moving backwards and clear out of view quickly if you moved forwards.

-1 to point #3 this has been suggested a few times, and I used to be in favor of the idea. but for reasons other people have already mentioned I changed my mind. This is a fast paced action-packed game and making people sit and wait for that long is a fun ruiner. Shorten the time dramatically and scale based on the amount of damage being repaired. Fully repairing a burning Ragnarok should maybe take a couple seconds. Buffing out 20% on a Centurion should be nearly instantaneous. Give the pilot an option to undock with a partially repaired ship if they interrupt the process.
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Nov 18, 2014 Pizzasgood link
The repair length should just scale linearly with the raw amount of armor being repaired. Say, 1000 armor per second. Fully repairing a Behemoth would take 20s. A Ragnarock would take 16-19s depending on variant. A Corvult would take 8.9s. Rev C: 7s.

Larger capships would repair more armor per second.
Nov 18, 2014 joylessjoker link
Having a delay time for repairing only makes sense if you have a limited supply of ships, such as on a trident. Otherwise I would instabuy a new ship and switch to it as soon as I dock to circumvent the time delay and quickly get back to action.

Personally, I'm not a fan of the idea. It should be a fast paced game. 5 second or less repair time is fine, otherwise it's going to encourage overly cautious behavior. People will backroll and shy away from battle to avoid getting damaged.
Nov 18, 2014 greenwall link
Wait-- how can anyone be in favor of increased repair times? What problem is poised by instant repair times? ? ? There is none. "Fixing" a non-existant problem only will create problems. Everyone enjoys instant repairs (except DarthEnder, maybe).

Things already suck enough with only one ship being able to fit inside an NPC capship (or, in the case of convoys -- no ships). What reason could there possibly be to make the process even more cumbersome?

Fools.
Nov 18, 2014 abortretryfail link
It's a thinly veiled attempt to remove the utility of a capital ship in a battle.
Nov 18, 2014 cellsafemode link
The utility of capships is in free repairs and free refills of ammo and in proximity, as well as system spamming every player within 4000 meters instantly with turret missiles, right? If I wanted to make a thinly veiled attempt at removing the utility of capships in a battle i'd suggest they not have interchangeable batteries, not be able to repair turrets for 5 minutes after destruction, cost a 10 million credit deductable for insurance, and take 48 hours for your trident to be ready after you pay.

Having the delay implemented for repairs (in all instances) is to drive the player to avoid taking any damage rather than play the battle knowing that they can be back at 100% as quick as they can reach a dock. Nerfing the "Run and Rep" strategy of playing in favor of being skilled enough to not require doing so. It drastically changes how battles are fought, and for the better.

It's the same reason why many FPS games implement a timeout after dying or a healing period that takes a certain amount of time. In fact, timeouts after dying would fall right in line. It should matter in the heat of battle that you died more than just the time it takes you to turbo in from an in-system station to immediately rejoin and since the developers aren't interested in making death permanent or effect your license/etc, a cool down is quite effective.
Nov 18, 2014 greenwall link
Having the delay implemented for repairs (in all instances) is to drive the player to avoid taking any damage rather than play the battle knowing that they can be back at 100% as quick as they can reach a dock. Nerfing the "Run and Rep" strategy of playing in favor of being skilled enough to not require doing so. It drastically changes how battles are fought, and for the better.

How does it change it for the better? Why do you seem to think players aren't already driven to avoid taking damage?

A fairly equal manned, two-team battle with tridents is one of the most exciting pvp situations VO has to offer. Adding reload/repair times would just slow it down and piss everyone off. I.e. the opposite of making it better.

The ONLY benefit this might give is for people in the situation ARF described -- where you find yourself constantly up against enemies with capital ships to reload in. How about you bring your own goddamn capship to the battle?

And lastly -- this is going up in funny quotes:

...and since the developers aren't interested in making death permanent ...
Nov 18, 2014 cellsafemode link
No, players aren't driven to avoid damage. Just to avoid enough to kill the other player before running and repping or being faster to run and rep before dying.

Most of the battles in the game take place with no tridents in the sector. This still doesn't mitigate the run and rep mentality, because there's always a station a hop away.

Having to totally destroy a player for there to be any real consequence in a battle where dying would force you to take the time to turbo back to that sector means that any level of not dying is the same as not getting hit at all. This adds dimension to everything in between dying and not dying. An area that is very much real in combat and would serve to improve the gameplay here. I'd be happier if it led to damaged sub-components and decreased functionality of parts vs a cool down period but cool down periods serve a tried and true purpose in games where there is no penalty for dying and rejoining a particular fight is nearly instantaneous. So the simpler solution is the one suggested.

As for the funny quote, you can quote the source http://www.vendetta-online.com/h/faq_gameplay.html They're funny guys those ones that wrote that page. I guess.
Nov 18, 2014 greenwall link
Just to avoid enough to kill the other player before running and repping or being faster to run and rep before dying.

I think alot of people would agree that avoiding just enough damage to allow you time to kill the other player is exhilarating. What you seem to be suggesting is a slow-down in pvp in this game and make it more intricate. I don't know what to say except that that's not the game I want to play.

And really, only people who are not being honorable in their pvp style are the ones who go and rep. If you are a good player and respect your opponent, you stay and fight until you win or die. Forcing gameplay changes on people to try and make honorable pvp more common is the wrong way to go about it. Reform your attitude, be a good example, lead your guild members in honorable pvp practices and you won't find as many people running and repping as you might now.
Nov 18, 2014 tarenty link
I revise my earlier statement. I could definitely get behind decreasing turbo thrust as a ship is damaged, but everything else detracts from PVP.
Nov 19, 2014 Pizzasgood link
Yeah, that would be cool.
Nov 19, 2014 Kierky link
Yeah, up to 30% loss of Turbo thrust would be awesome. It'd stop the running when you're low rubbish.