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-   -   Wounded Ships.....why can they shoot me with everything? (http://sto-forum.perfectworld.com/showthread.php?t=124477)

Archived Post 02-22-2010 10:01 AM

Wounded Ships.....why can they shoot me with everything?
 
So I have an enemy ship down to 10% hull, and yet he still has fullt power and weapons to blast away at me? really?

I might be dreaming here and I am not sure how hard it would be to code in, but damage should count for something in a starship, loss of power, loss of speed, loss of weapons, subsystem failure..... and repair times per system at your discretion should happen as well.

It would be a lot more fun to have ship conflicts where you are actually in command, and make comaand decisions, run, fight, what ever....say you just got ambused by Undine, You weapons systems are off line, shields are down, you gotta run for it, you hide in asteriods, you dodge incoming fire, you yell at your engineer to get weapons online now (you elect to repair your weapons systems first), an enginebattery serves a purpose to get you juuuuust out of range of their incoming fire......etc....

http://www.uvm.edu/~gcd/personal/fil...es-fedcon2.png

Archived Post 02-22-2010 10:04 AM

While we're on the topic of things not making sense, I'm pretty sure a starship will cease having any breathable air well before the hull gets to 0%. I'd wager that around the point that someone blows away 25% of your hull, you're going to be having issues in that regard.

Archived Post 02-22-2010 10:05 AM

I agree. I had incorrectly assumed that the game would have tacticle choices in combat. Where different missions and different enemies required choices of targeting different systems of a ship to defeat them. I was very disappointed to find out its just beating them down until they explode. Yes some missions have alternate ways to beat them beyond blowing them up but they are the exception, not the rule.

Archived Post 02-22-2010 10:08 AM

Scripted "kills" don't count as alternative methods, since instead of shooting them to 0% to kill them, you're just shooting to say 25 or 50%. At any rate, would be nice to have a technical sense of damage, though generally even single player games avoid having to code that much less mmos.

Archived Post 02-22-2010 10:12 AM

Because Cryptic in their great wisdom decided to make ships systems not go offline because of damage.

This was discussed a few times. They didn't want players to have to think and worry about what they called a "spiraling" effect of ships systems getting weaker as the ships took more damage.

They wanted to make the game easy enough for my 18 mo son to play it to keep him from climbing the kitchen counters and getting to the cookie jar...

edit..

I do not agree with this mind you. I'd much rather be able to disable your ship and laugh at you and require you to self destruct to get anywhere.

end of edit..

Archived Post 02-22-2010 10:22 AM

Quote:

Originally Posted by Sorbek (Post 2176475)
Because Cryptic in their great wisdom decided to make ships systems not go offline because of damage.

This was discussed a few times. They didn't want players to have to think and worry about what they called a "spiraling" effect of ships systems getting weaker as the ships took more damage.

They wanted to make the game easy enough for my 18 mo son to play it to keep him from climbing the kitchen counters and getting to the cookie jar...

edit..

I do not agree with this mind you. I'd much rather be able to disable your ship and laugh at you and require you to self destruct to get anywhere.

end of edit..

Easy? What does spiraling, or lack thereof, have to do with ease?

If anything it merely cuts your survivability as a fight continues at exponential rates. Why bother when you reach a certain point?

Furthermore, the "I still have 1 hp" trapping pre-dates video games as it is. All "spiraling" accomplishes is adding more vulnerability to a vulnerable player. Which ultimately means you're screwed at a certain point no matter what you do, and you're left watching yourself die slowly.

I would also like to point out that the hull points are the hull's structural integrity. A starship hull will be made of multiple layers, and just because the armor has been sheared off doesn't mean the internal structure has been irreversibly damaged.

Archived Post 02-22-2010 10:41 AM

I would really like to disable and leave drifting in space enemy ships versus gunning down waves of them.

Archived Post 02-22-2010 10:50 AM

They've got really really really good engineers, unlike the Enterprises' crews, who lose systems the moment a disruptor beam hits them.

Archived Post 02-22-2010 11:19 AM

Quote:

Originally Posted by carnagefiend (Post 2176555)
Easy? What does spiraling, or lack thereof, have to do with ease?

If anything it merely cuts your survivability as a fight continues at exponential rates. Why bother when you reach a certain point?

Furthermore, the "I still have 1 hp" trapping pre-dates video games as it is. All "spiraling" accomplishes is adding more vulnerability to a vulnerable player. Which ultimately means you're screwed at a certain point no matter what you do, and you're left watching yourself die slowly.

I would also like to point out that the hull points are the hull's structural integrity. A starship hull will be made of multiple layers, and just because the armor has been sheared off doesn't mean the internal structure has been irreversibly damaged.

Because some people would rather have the challenge of "surviving" than just being given victory. Its much more exciting that way. Especially if there was something to actually lose.

Cryptic has already acknowledged their game is way too easy but they haven't come up with a solution to fix it. A good DP and something like this would go a long way to making the game seem more difficult. Not to mention more exciting when you win.

Archived Post 02-22-2010 11:25 AM

Come to think of it, Warp drive doesn't make any sence either.
What about relativity, d000d?

And why do phasers make noise in the vacuum of space?


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