Forums » Suggestions

Introduce malfunctions for capital ships

Feb 21, 2023 tjgaming8324 link
I think it'd be cool to have random malfunctions happen during flight cause of different reasons.

For example - over stuffing a capital ship may break its thrusters & slow its speed a bit because one of its engines broke down because of overloading.

Or power cells start to overheat & damage your ship because you pushed your ship too hard for a long chase.

The right self info bar where we can see the ship will be used to indicate what part of the ship requires service by turning to sky-blue when it needs service & purple when a malfunction is about to happen.

Whenever a malfunction happens, you can either go to a station & then get your ship serviced or you can call a service team from your nearby stations depending on your standings. (no remote servicing for disliked & below)

Another player can also repair the malfunction using repair guns & having the damaged component replacement in their cargo hold. So example - one of the bearings inside someone's trident got stuck. They can get a ship equipped with repair gun & have bearing grease in their cargo hold. Shoot at their trident & the bearing grease is now applied & everything is working smooth. This will depend on the type of malfunction.

These malfunctions will happen only on pushing the ship/addon too much beyond its capacity - example - turboing in one direction for 3 hours continuously in a Hog2 will heat its power cell because it is using the power cell to its maximum capacity for a very long time. While a hound would be able to turbo for 4 hours without experiencing the malfunction because it's not pushing the power cell as hard (just example)

And since these will be dependent on pushing the ship/addon too hard, they can be simply avoided by being a little careful since most people just won't normally do these extreme things like turboing for 3 hours non stop. So it won't impact the gameplay much. It'll be just there for the days when we are doing these extreme things because as of what I see - everyone finds a reason to do something extreme eventually hehe....

The suggestion needs a lot more polishing but it'd be a fun addition imo & also give use for some commodities example being bearing grease..... It's just something that randomly came to my mind & I thought it'd be nice realistic addition that will also make some commodities being used aside from being used in manufacturing.
Feb 22, 2023 Anewold link
how can u overload thrusters in space, they would either not work or just move the mass slower...
Feb 22, 2023 draugath link
I could see this being implemented as apart of something more purposeful. However, my thought on what that purpose should be is far more controversial and somewhat off-topic.
Feb 22, 2023 Aryko link
Won't -1 this but I don't feel this belongs in the game right now. Having to micromanage your ships would just become really annoying quickly. The last thing someone wants in a 2hr station fight is for their turbo to fail while attacking, or their capital ship to malfunction while they are being chased by players or unrats.
Feb 23, 2023 tjgaming8324 link
Arkyo - I doubt you'd be turboing 4 hours in a station fight.... My suggestion is to make the requirements for a malfunction to be something than an average person will never probably experience them in regular playing. We can tweek em as needed.

Anewold - I did mention move slower.... *BLINK!*
Feb 23, 2023 look... no hands link
This is actually an interesting idea. As far as I know the game does not have ship system damage unless you count shields. I'd also like to see the ability to disengage safety constraints on ships. Pushing things beyond their intended usage is sometimes done, and sometimes the least bad option.

Having repair parts flown out to ships, especially capitol ships is also an interesting idea. Fully destructible ships systems, even to the level of leaving the ship stranded without outside help could be really interesting. It might be fun to blast someones engines to hell and then jump the repair party. Having to park your shiny broken trident, fly out in a smaller ship to go get parts and go back and fix it also sounds interesting. This might give EMS something else to do as well. The ability to carry spares onboard would actually be useful, especially for long duration operations (capitol ships sneaks into enemy territory to support extended commerce raiding)

There is often a difference between a ships maximum sustainable speed and its maximum attainable speed. The first assumes you don't want to damage the engines or cause unnecessary wear. The second would only be used in an emergency, and as briefly as possible. The same applies to for automobiles. Your car may be able to go 130, but it'll probably require an engine rebuild sooner then if you were traveling at more mundane highway speeds. Sometimes however, it's worth it.
Feb 24, 2023 Aryko link
My suggestion is to make the requirements for a malfunction to be something than an average person will never probably experience them in regular playing. We can tweek em as needed

How would you define such a rare scenario then? A non-afk player will never be turboing for 4hrs. There really isn't a benefit to a random malfunction if an avg player will never experience it.

I like LNHs suggestion, being able to "mod" your ship and be able to push it with actual benefits and having a chance of a malfunction as a tradeoff. A 5% increase in boost speed, and flying at that modified speed for longer durations increasing a chance of malfunction.