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Control System Damage

Posted: Tue Mar 28, 2006 11:58 am
by Frantic
Just thinking about my harrowing escape from a graphically scrambled trip, and how much fun it was trying to fight with much of my control systems useless.

This would be a neat feature if you sustained severe damage. Visible signs of your ship being on the blink and in need of repair to an extent that the thing is becoming unflyable. Examples:

IFF failure on the scanner

Scanner only updates every few seconds

Sound for the benefit of the pilot stops working (only real sounds in the ship/cabin can be heard)

Attack/incoming missile alert goes off for no reason.

Speed gets stuck on maximum and docking computer refuses to engage :-)

Max speed reduced (possible to hide one engine trail or replace with smoke?)

Targetting recticule vanishes.

Dive/climb and/or left/right roll start to drift slightly (time to grab the mouse).

When fired, (all, or specific) lasers continue to fire until they overheat, preventing you from controlled firing.

Some form of general screen corruption.

Screen corruption linked to forward laser temperature :-)

Fuel leak.

Blind spot.

Countdown to main reactor breach, t minus 12 minutes and counting...

Some of these failures could be self correcting over time, as the systems recalibrate. Others would require servicing (mostly repairable at low tech systems unless it affects a higher tech piece of EQ).

This game is doing great, am pleased to see a project actually succeeding and staying alive. I should broaden my development skills away from business systems and try some games development so I can help out. What should I learn, and what tools will I need?

Posted: Tue Mar 28, 2006 11:59 am
by Evil Juice
you like trouble, don't you?

Posted: Tue Mar 28, 2006 12:19 pm
by aegidian
Some good suggestions in there - some implemented already.

I think the next thing I should add is engine damage - restricting speed.

Posted: Tue Mar 28, 2006 12:21 pm
by lex_talionis
have to say that sounds cool :)

Posted: Tue Mar 28, 2006 1:17 pm
by winston
Alluded to in "The Virtuous Misfortune" would be suffering temporary flashblinding if a missile detonates nearby in the view you are looking out of. (Perhaps a bit like in True Combat: Elite when you get a stun grenade go off close to you - the screen is whited out then the white fades back to what you should see - the duration of the white-out depends on how close the flashbang was when it went off).

Perhaps not just missiles - perhaps any large enough explosion that happens in your view and a bit too close.

Posted: Tue Mar 28, 2006 4:36 pm
by Frantic
winston wrote:
Alluded to in "The Virtuous Misfortune" would be suffering temporary flashblinding if a missile detonates nearby in the view you are looking out of. (Perhaps a bit like in True Combat: Elite when you get a stun grenade go off close to you - the screen is whited out then the white fades back to what you should see - the duration of the white-out depends on how close the flashbang was when it went off).

Perhaps not just missiles - perhaps any large enough explosion that happens in your view and a bit too close.
New EQ, "Pimp Cockpit Tinting"

Flashbang effect would be cool, that was always fun in TCE, shooting blind and occasionally surviving.