Realistic damage
Posted: Fri Sep 25, 2015 10:22 pm
Just a few thoughts.
What has annoyed me since playing the original Elite is how equipment damage is handled. There are several logical and/or annoying problems:
* Damage is completely random; losing a military shield booster is just as likely as losing the advanced space compass or a coffee machine.
* The first hit going through the shields can already cause severe damage.
* Only additional equipment and cargo can be damaged, never engines, controls, lasers, torus drive, witch drive, and not even missiles. Or the pilot...
* Damage is always total (apart from the space compass which sometimes keeps working for some time).
* Many repairs can only be done at rare high-TL systems which can force a player to abandon (i.e. not saving) a trip, especially when he is on a time critical mission. Surviving without some equipment can be a challenge, but it is simply annoying if you have to cross half a galaxy avoiding any trouble just to make a repair. And a game should be fun, shouldn't it?
* Only the player ship can be damaged, NPCs can flee and regenerate completely over and over again, even if they were only one or two laser hits from being destroyed.
* Last but not least: The damage handling completely ignores one crucial thing: the hull, the part which would be the first to be damaged in reality.
If we imagine a real ship, laser beams going through the shields (whatever they are made of) wouldn't hit the contents of the ship (equipment, cargo) but the hull which is made of thick metal plates, probably thicker on a police or navy ship than on an orbital shuttle. Essential or very expensive military equipment would be protected by additional interior bulkheads.
After receiving multiple hits, the hull would become weaker. In reality, two or more hits at the same spot could even cause a hole. Of course Oolite can't calculate the exact coordinates of each hit, and even if it was possible it wouldn't make sense without defining the coordinates of each piece of equipment and freight container inside the ship.
But Oolite could calculate something like a "hull integrity" given in percent. It could be displayed in the HUD with a bar, like shields and temperature. The probability of any equipment or cargo getting damaged should be zero as long the integrity is above a certain limit. let's say 66.6 %, and it should increase with sinking integrity. Below 33,3 % essential or very expensive equipment could be at risk, and if integrity drops to 0 %, the ship is destroyed (and not when the energy is exhausted, which doesn't make any sense).
Some equipment is on the outside (lasers, missiles, main engines, injectors) and could be handled differently. But even if they are treated as if being inside the hull, it would be more realistic than in the current game. Engine damage should be only from shots coming from behind, and front/aft Laser damage could also be handled like this. The existing core game should be able do this without much additional effort because it can calculate front and aft shields.
Other than energy and shields, the hull shouldn't regenerate itself, but it should be repairable at any station. The game could be made even more interesting, if an on-flight repair could be made after scooping up some metal plates! This should of course only be possible under green condition and without the ship moving, or perhaps inside a rock hermit (the latter would allow more time for this to be used by advancing the clock). Likewise, "computers" could be used to fix electronic equipment and "machinery" to fix other equipment. A low-TL system or rock hermit could become a high-TL system if you bring the right cargo!
(Note: The fact that a space station circling a TL 3 system is treated itself as being TL 3 is another logical flaw in Elite/Oolite, because a space station is always high-tech! But for interesting gameplay this is an acceptable solution.)
Damage to essential standard equipment should not be total: A damaged laser could have a slower pulse rate, a damaged torus drive could be slower (but still faster than the main engines), damaged engines could slow down the ship, a damaged witch drive could have a reduced range, and damaged controls could reduce pitch and/or roll rates. And a damaged pilot... let's just forget this one...
Things could be made more complicated if a hull that isn't far from breaking apart (integrity perhaps below 33 %) would force the pilot to reduce the stress by reducing roll, pitch, and speed, or by avoiding witch jumps. If he still chooses to put stress on the hull, the integrity could become even worse. The flight computer could prevent him from doing this below a certain integrity limit (perhaps 10 %).
I'm not expecting this to be implemented in the near future, and it probably needs more than an OXP. It would also need careful balancing, so that the game doesn't get easier or much more difficult. But I'm thinking abut this every time I feel that a damage is "unjustified". When I was new to Oolite I lost my brand new extra energy unit the first time I would have needed it, and today I lost the brand new navy energy unit immediately after a shield had broken down...
There is too much (bad) luck in the damage handling, and adding a layer "hull integrity" between shields and random damage would reduce this.
What has annoyed me since playing the original Elite is how equipment damage is handled. There are several logical and/or annoying problems:
* Damage is completely random; losing a military shield booster is just as likely as losing the advanced space compass or a coffee machine.
* The first hit going through the shields can already cause severe damage.
* Only additional equipment and cargo can be damaged, never engines, controls, lasers, torus drive, witch drive, and not even missiles. Or the pilot...
* Damage is always total (apart from the space compass which sometimes keeps working for some time).
* Many repairs can only be done at rare high-TL systems which can force a player to abandon (i.e. not saving) a trip, especially when he is on a time critical mission. Surviving without some equipment can be a challenge, but it is simply annoying if you have to cross half a galaxy avoiding any trouble just to make a repair. And a game should be fun, shouldn't it?
* Only the player ship can be damaged, NPCs can flee and regenerate completely over and over again, even if they were only one or two laser hits from being destroyed.
* Last but not least: The damage handling completely ignores one crucial thing: the hull, the part which would be the first to be damaged in reality.
If we imagine a real ship, laser beams going through the shields (whatever they are made of) wouldn't hit the contents of the ship (equipment, cargo) but the hull which is made of thick metal plates, probably thicker on a police or navy ship than on an orbital shuttle. Essential or very expensive military equipment would be protected by additional interior bulkheads.
After receiving multiple hits, the hull would become weaker. In reality, two or more hits at the same spot could even cause a hole. Of course Oolite can't calculate the exact coordinates of each hit, and even if it was possible it wouldn't make sense without defining the coordinates of each piece of equipment and freight container inside the ship.
But Oolite could calculate something like a "hull integrity" given in percent. It could be displayed in the HUD with a bar, like shields and temperature. The probability of any equipment or cargo getting damaged should be zero as long the integrity is above a certain limit. let's say 66.6 %, and it should increase with sinking integrity. Below 33,3 % essential or very expensive equipment could be at risk, and if integrity drops to 0 %, the ship is destroyed (and not when the energy is exhausted, which doesn't make any sense).
Some equipment is on the outside (lasers, missiles, main engines, injectors) and could be handled differently. But even if they are treated as if being inside the hull, it would be more realistic than in the current game. Engine damage should be only from shots coming from behind, and front/aft Laser damage could also be handled like this. The existing core game should be able do this without much additional effort because it can calculate front and aft shields.
Other than energy and shields, the hull shouldn't regenerate itself, but it should be repairable at any station. The game could be made even more interesting, if an on-flight repair could be made after scooping up some metal plates! This should of course only be possible under green condition and without the ship moving, or perhaps inside a rock hermit (the latter would allow more time for this to be used by advancing the clock). Likewise, "computers" could be used to fix electronic equipment and "machinery" to fix other equipment. A low-TL system or rock hermit could become a high-TL system if you bring the right cargo!
(Note: The fact that a space station circling a TL 3 system is treated itself as being TL 3 is another logical flaw in Elite/Oolite, because a space station is always high-tech! But for interesting gameplay this is an acceptable solution.)
Damage to essential standard equipment should not be total: A damaged laser could have a slower pulse rate, a damaged torus drive could be slower (but still faster than the main engines), damaged engines could slow down the ship, a damaged witch drive could have a reduced range, and damaged controls could reduce pitch and/or roll rates. And a damaged pilot... let's just forget this one...
Things could be made more complicated if a hull that isn't far from breaking apart (integrity perhaps below 33 %) would force the pilot to reduce the stress by reducing roll, pitch, and speed, or by avoiding witch jumps. If he still chooses to put stress on the hull, the integrity could become even worse. The flight computer could prevent him from doing this below a certain integrity limit (perhaps 10 %).
I'm not expecting this to be implemented in the near future, and it probably needs more than an OXP. It would also need careful balancing, so that the game doesn't get easier or much more difficult. But I'm thinking abut this every time I feel that a damage is "unjustified". When I was new to Oolite I lost my brand new extra energy unit the first time I would have needed it, and today I lost the brand new navy energy unit immediately after a shield had broken down...
There is too much (bad) luck in the damage handling, and adding a layer "hull integrity" between shields and random damage would reduce this.