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The most sane shield layout is most probably six facets: front, back, left (port) right(starboard), top and bottom. How much tinkering in the game code this would take is anyone's guess, and then it still needs to be displayed on the GUI in a reasonable manner. Some bases have only two shields, so there is some variation here too. |
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So I'm guessing you're counting 8 facets by covering 2 layers of defenses: shields (4 assets, out most layer), armor (4 assets, inner most layer). If that's the case then we probably need to revisit this and create a layer structure. Layers should probably be:
For the ship itself, we probably should have some things defined like:
Some ships may want to have these placed in different places, yielding different termination profiles. For example, assume the rear shields were breached and then the rear armor was destroyed; the ship would then be hit directly. The engines and reactors would likely take heavy damage for most ships at this point. OTOH, another ship may place the jump drive on the left and cargo on the right, and passengers in front - in that case, if the front shields were breached, the front armor was destroyed, then as the ship was destroyed life support would fail and if completely destroyed the ship might not self-destruct but the player would die nonetheless. |
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I was just talking about shields. If we are talking about changing how shields work, how the shield projects and if it projects a shield at all should be down to the type of shield installed on the ship. The very cheapest and simple shield can just be a single shield, projecting in all directions, but a hit anywhere diminishes the entire shield. Displaying this shield in the HUD can be very simple, just have a ring around the ship where the thickness depicts the charge status of the shield. A Dual shield should project in two directions independently, fore and aft. A hit on the fore shield diminishes the fore shield without affecting the aft shield, and vice versa. Quad shields do fore, aft, port and starboard in a similar fashion. All of these layouts are quite easy to represent on a 2d display in the hud. If we decide to have more complicated shields that also have top and bottom facets, this becomes a little more tricky to display on a 2D hud. Once a shield is depleted, then the armor starts taking damage. How the armor is laid out should be a function of the ship model if we want to be intricate about it. Or, we can just assume that all armor have similar orientations. Similar to the quad layout here? In any case, this is a balance between complexity and accuracy. For one thing, a capital ship should in reality have very many shield projectors, each covering a patch on the ship all around. However displaying that on the HUD and implementing it in game code might be a daunting task. One way out of this quandary is to have a 3D display of your ship and shields in the HUD. Computer hardware is now powerful enough to be able to draw your ship in the HUD display, and draw shield projections over it. It would be really nice to have it rotate so that the segment with the heaviest damage is oriented towards the player. |
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Bringing this discussion back to where it started - The game has support for 8 facet armor and shield. Of the two, armor is fully implemented and used. I want to remove the support in the quickest way possible without breaking something that can't be fixed in the assets. I want to do this for two reasons:
I don't want more ideas for development. (I actually do but not here) I want permission to remove a major piece of the engine that would simplify it. |
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With management's approval, I'm closing this discussion. |
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The game has support for 8 facet armor and shield. Of the two, armor is fully implemented and used.
It was implemented as a diamond in two rows - top and bottom.
(a more sane approach would be as a square with two rows).
This has some major playability issue - displaying damage in the cockpit in 2d is problematic. The game displays values in the following form:
a b
x x
x x
x x
No one really knows, what each value represents. I know a is front left but not if it is top or bottom. During battle, I can't move my ship to protect the damaged armor.
Also, ship view shows all eight facets. As someone who is rewriting and testing this, I can't make heads or tails of it.
From a game development PoV, this has been a complete headache. Shields are 4 facets but are saved in 8 facet formats. So top-front-left is front and bottom-front-left is left.
Honestly, I just made this up. During actual work on this, I checked against the old code to make sure there are no mistakes.
I suggest we drop this support. I've been working on a PR for an hour to see if this is doable.
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