Damage Mod for Traffic
- GrandpaTrout
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- King of Space
18 years 3 weeks ago #15565
by GrandpaTrout
Replied by GrandpaTrout on topic Damage Mod for Traffic
Actually with the described design, a system with 10% and a system with 0% are basically the same. In both cases, the Auto repair cannot fix the system, and the system will not be functioning. A repair ship will be needed to get the subsytem back into operation. The repair ship will use a spare part from the player inventory to fix the ship.
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18 years 3 weeks ago #15566
by Bozobub
Replied by Bozobub on topic Damage Mod for Traffic
Then why, pray tell, not make the lower threshold 0% (or 1% if 0% makes it "disappear")? Why 10%? If you never use the lower 10%, you've just changed the range so that 10% IS 0%...
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- Hot4Darmat
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- Junkie
18 years 3 weeks ago #15568
by Hot4Darmat
Replied by Hot4Darmat on topic Damage Mod for Traffic
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18 years 3 weeks ago #15571
by Bozobub
Replied by Bozobub on topic Damage Mod for Traffic
Um, that's what I was actually asking - it makes sense - but GrandpaTrout's response above has me unsure if that's the case. ;8>.
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- Hot4Darmat
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- Junkie
18 years 3 weeks ago #15573
by Hot4Darmat
Replied by Hot4Darmat on topic Damage Mod for Traffic
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- GrandpaTrout
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- King of Space
18 years 3 weeks ago #15574
by GrandpaTrout
Replied by GrandpaTrout on topic Damage Mod for Traffic
I can't really claim wise
I was just trying to explain this design idea. And your right, it would be nice to have "truly" junked systems that had to be pulled out and replaced. The "unstated elephant in the room" is that I don't want to have to write a loadout system for AI ships. And if subsystems are totally junked, then that is what will need to be written. This design lets us implement damage mod, get 90% of the features, without commiting to writing loadout. We are just rather short on programming staff.
I was just trying to explain this design idea. And your right, it would be nice to have "truly" junked systems that had to be pulled out and replaced. The "unstated elephant in the room" is that I don't want to have to write a loadout system for AI ships. And if subsystems are totally junked, then that is what will need to be written. This design lets us implement damage mod, get 90% of the features, without commiting to writing loadout. We are just rather short on programming staff.
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