My two cents - hardpoints
#1 Guest_Guest_Jason1_*_*
Posted 03 March 2008 - 01:23 AM
First, thanks and congratulations on the mod release! It seems polished and has lots of spectacular features. The galaxy layout is my favorite.
I'm finding it hard to enjoy because of the missing hardpoints, however. I saw in another post that you may add them back in a later version. Here's my bit of encouragement in that direction, from general principles to specifics:
One of the glaring flaws in most RTS games is that the only measure of damage a unit can take is to it's health bar (or equivalent). While each unit may have many and varied abilities, the measure of its substance, its internal structure, is a simple counter. There are a few "RTS" games where internal systems are modeled and can be damaged separately (the Starfleet Command series, for example) or where damage can disable functional parts of a units (losing wheels/tracks or guns in SHOWW2/Faces of War, for another example). Most of the time, however, RTS battles feel to me like lame clones of 1992's Dune 2 with ever nicer graphics and different settings. Much of this feeling results from the lack of some sort of connection with the units (their entire existence is a number counting down to their eventual expiration).
Empire at War's hardpoint system helped to make the units seem more "real." You could do things like attempting to immobilize ships or eliminate guns on one side. Interesting situations would develop when one of your ships had lost its offensive firepower - would you withdraw it, since it could no longer deal damage, or let it continue to draw fire. These sorts of decisions come a little closer to real life, particularly with regard to naval warfare, and draw you in to the game by virtue of added depth.
I hope I have made my case well. Please add this argument in the balance when weighing whether to reintroduce hardpoints. Thanks for listening.
#2
Posted 03 March 2008 - 01:55 AM
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#3
Posted 03 March 2008 - 01:55 AM
Edit: look above, same reasons.
Edited by Dane Kiet, 03 March 2008 - 01:56 AM.
One choice can change a life..........
One choice can change many lives.........
What's your choice?
#4
Posted 03 March 2008 - 02:39 AM
In this mod, because of the HUGE number of HPs, your best play option would be to madly click amongst all hardpoints so that you kept your firepower in use, rather than waste any destroying something specific. And that would just reduce you to putting in 10 times the work for the same result as before. You'd have to take great pains just to play exactly as if there were no hardpoints, because it's smarter.
Mind you, shield generators and engines offer great benefit at little cost when targeted. But because their easy destruction is non-canonical, and because ships would end up being 20+ times harder to kill even without shields (not even joking here) just due to the massive amounts of firepower wastage, I can't say they are worth keeping.
Edited by Dalmp, 03 March 2008 - 03:21 AM.
#5
Posted 03 March 2008 - 03:56 AM
I don't know if that's impossible though, somehow I think it might be, I mean I'm sure the thought passed PR's mind at some point.
#8
Posted 03 March 2008 - 05:35 PM
Even though you cant target the hardpoints, they are still there. Im not sure, but i thought that the hardpoints were still destroyed individually as the ship gets damaged (rather than the health bar go down and all hardpoints remain intact, and operating until *poof* the ship explodes). [EDIT: Having looked at the xml's this might not be the case afterall, all the <Is_Destroyable> tags are set to No, if this is the case perhaps it could be altered in the next version?]
I suppose, as a compromise, Phoenix could enable the targeting for just some of the hardpoints (you could do this yourself in your version*, open the Hardpoints_PR xml file and change the <Is_Targetable> and <Is_Destroyable> tags to Yes for each hardpoint) - Engines, hangers, maybe shields, perhaps some of the weapons - But to enable all the weapons would be impractical.
*As far as i know, ive not actually tested this.
Edited by slornie, 06 March 2008 - 11:06 PM.
#10
Posted 05 March 2008 - 05:34 PM
I think that it should be coded that whenever you click an area of a ship, it fires at that area, like realistic targeting, and any gun in that area has the chance of being blown up.
Is that possible? It is in other types of non-RTS games. I mean normally in an RTS you aim at a target the ship aims for it's center, is it possible to code it so it attacks whichever area you actually target (without specific designated areas), and just any module/gun in that area will take damage?
#11
Posted 05 March 2008 - 09:22 PM
Also, you'd literally have to change the very nature of the firing protocols. As it is, the weapons fire is specific to the target the weapon fired at. For example, were I to fire a super-laser at a frigate, anything in front of or behind that frigate will not be hit. To code to allow that kind of damage, you'd have to include a series of 'if/then' statements (or the equivalent). Not only would that create problems (including potential instability and a very slow game) it'd alter the entire balance of the game. It'd actually be simpler to tie the guns to an expanded weapons hard point than it would to code for that concept.
#12
Posted 05 March 2008 - 09:23 PM
And if you can't withdraw ships in skirmish... Hardpoints just become annoying exploitables. Why finish off that ISD? Just strip it of it's most troublesome weapons and move on, sticking your opponent with a big wedge shaped waste of his population cap.
Does anyone know if you can suicide/withdraw ships in skirmish? I know you can't repair hardpoints in skirmish (or at least you couldn't in vanilla).
#13
Posted 05 March 2008 - 11:38 PM
#14
Posted 05 March 2008 - 11:42 PM
#15
Posted 06 March 2008 - 05:29 AM
#16
Posted 06 March 2008 - 07:37 AM
#17
Posted 06 March 2008 - 06:47 PM
It specifically tells you how to modify the XML files to include hard points in the game. I don't know how it'll play out, as the renders and models are much different than a lot of the original ones, but it should work pretty well.
Edited by Markus, 07 March 2008 - 08:28 PM.
#18
Posted 06 March 2008 - 11:11 PM
Keraunos, you must understand its impossible to add them back. Not just because of the wasted firepower, but because the ships would be filled in green. I know it would be good to have hardpoints for every single gun, but imagine the Executor with 5000 hardpoints. And if you say that we could put one hardpoint every five guns, for example, that just wouldn't be realistic.
Anakinskysolo, you must understand it's perfectly possible. If you know how much firepower each side of ship should have, you could make few real, targettable hardpoints that do this damage, and make all the rest of Hardpoints 'dummy', doing 0 damage. This way you'll have the same visual effects, but can still influence battle outcome
#19
Posted 06 March 2008 - 11:19 PM
Edited by slornie, 06 March 2008 - 11:20 PM.
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