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 Post subject: ship self-destruct (GP)
PostPosted: Sat 22. Sep 2012, 22:44 
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Joined: Sat 22. Sep 2012, 22:21
Posts: 13
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that will be use full to deny the ship to intruder or to remove infestation.only work if the brige is not destroy and can be disable at the brige be bording party (hacking skill?).

sorry for bad grammar.

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 Post subject: Re: ship self-destruct
PostPosted: Mon 24. Sep 2012, 14:58 
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Joined: Mon 24. Sep 2012, 13:50
Posts: 13
hmm... It's not a bad idea, but it might kind of remove the premis for the multiplayer, which is to try and capture enemy ships. If everyone if just destroying their own ships... it kind of makes it pointless to try and capture them, breaking a core mechanic.


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 Post subject: Re: ship self-destruct
PostPosted: Tue 25. Sep 2012, 11:21 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
actually, this idea isn't as game breaking as you think; working in tandem with the "core mechanic" being that we would rather capture ships than destroy them, it is only logical to assume that self destruction would be given equal weight as a decision, thusly even if the command to self-destuct was given it would not happen right away. it is more likely that such a command, when given, would start a timer, leading to the ineviable result if the bridge and/or A.I. control room isn't taken out before the timer is up (let's assume around 30 game min just to be safe here). this would force upon the intruders a time limit to capture the ship lest they lose everyone on board.

actually, this adds a very good defence mechanism that makes boarding much harder, over the ideas forum i've seen a lot of lopsided ideas for defence in the name of making defence harder yet fairer in cases of small ships versus big intruders (which is moot anyway because small ships aren't really intended to win fights like that realistically), but this mechanic would, in theory, force intruders to rush and possibly even make mistakes a long the way and yet is not a solid form of defence. this could work very well as a way to confuse or disrupt intruders and take back the ship under attack, of course, no self respecting designer would make a ship with a self-destruct that doesn't turn off when activated, hence my point: self-destruct isn't as gamebreaking as it seems, all it does is gave the defender in the battle the option to cover the (assumed) size difference in forces and possibly even turn the tides, or at worse case, prevent the opponent from comming out stronger and the defender, weaker.

in the case of large ship on ship battles i think it would be reasonable to assume ships like, battlecruisers let's say, wouldn't be allowed to have self destruct because of complications created when the engine room overloads or whatever, this is a fictional game world, i'm sure there is some psuedo-science that can cover that aspect, i just think it would make more sense for smaller ships than big ones since all the resources on hand for ships such as battlecruisers would make it a very hard fight, and after a long fight, losing or not, the last thing i personally intend to do is blow up my ship that i worked so hard to design, forget that, the guy who took it from me worked hard enough, he can have the damn thing. X3

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 Post subject: Re: ship self-destruct
PostPosted: Wed 26. Sep 2012, 00:02 
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Joined: Fri 21. Sep 2012, 02:30
Posts: 80
but dont forget if you saved the design you could just load the design and then boom you got another one of your ships. Plus you could also keep creating more than 1 of these ship designs in multiplayer/galaxy map so at most it would only let them copy your design!

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 Post subject: Re: ship self-destruct
PostPosted: Wed 26. Sep 2012, 02:05 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
oh i know! X3 that wasn't really a point, more like a flimsy pretext and a half-assed way to get my point across X3, my point being that while i do like the idea of self-destruct for smaller ships i don't really like it for larger ones, no REAL good reason, just that, in my opnion, if someone works hard enough to take my ship they can damn well have it, i mean think about it this way:

two battlecruisers go head to head, both are designed differently but both still have considerable resources at thier disposal for the battle, it's more than likely the battle (were it to happen in real time) is going to last a long time, maybe longer than an hour, maybe not. depending on the length of time for a self destruct command to take effect it may be reasonable to assume that any battle of two such opposing forces is going to last longer than the timer. so in effect: all the losing side needs to do is activate the self-destruct command once they get boarded and hold out as long as possible until they explode. considering the fact the battlecruisers are rather large ships it wouldn't be a stretch to say that it can be done rather easily, especially if the opposing force doesn't exactly have a size advantage on you force wise.

the trick here is choosing a length of time for self-destruct that is reasonable for small ships but long enough to make large ships still vulnerable to capture, which is why i suggest not allowing them the option at all if implemented. it just doesn't seem very fair, you waste half your soldiers just boarding the damn thing and by the time you get half way to the bridge everyone dies just because you had too many bodies to shoot through.

i dunno, maybe i'm just over-thinking things like i usually do but i honestly think that real ship designers WOULD include a self-destruct mechanism in ships, especially for experimental designs that they would not want their competitors getting ahold of. but i digress.... i like the idea, but it needs serious fleshing out before consideration, let alone implimentation X3

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 Post subject: Re: ship self-destruct
PostPosted: Wed 26. Sep 2012, 02:46 
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Joined: Fri 21. Sep 2012, 02:30
Posts: 80
oh dont worry you'r not over-explaining your pointing out a valid point. I would say that if he does then it should be a system/subsytem and to activate then it takes an engineer to activate that way if the enemy takes the self destruct room out then no self destructing for you! Also like they say not everything in life is fair. If you chose to shoot through bodies to get there but explode halfway it's because you were too slow. If you decided to rush through taking different corridors then you could have a chance to de-activate the self destruct or just get killed.

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 Post subject: Re: ship self-destruct
PostPosted: Wed 26. Sep 2012, 02:59 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
fair enough, no reason why larger ships should be addled in the name of fairness, but i think this is one of thise things the A.I. or captain should be in control of. it makes sense, who else could give out the order other than the captain of the ship (in lieu of a captain lets say it can be activated from the bridge)? or else controlled by the ship's A.I.? it also opens up options for more scenarios: the captain and a small amount of crew is rebelling against your corporation for one reason or another and the rest of the crew (which you have controll of) must fight back to prevent the captain from blowing up the ship. or alternatively at A.I. has gone rogue and activated the self-destruct and you must manuever the crew throught the ship and various hazards, such as halls with jettisoned atmosphere, and reach the control room before the ship explodes.

damned thrilling ideas if i do say so myself X3

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 Post subject: Re: ship self-destruct
PostPosted: Wed 26. Sep 2012, 03:37 
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Joined: Fri 21. Sep 2012, 02:30
Posts: 80
i agree. But remember he will also add xenomorph (alien) boardings and i think that could be a situation too like" xenomorphs have activated the self destruct stop them!"

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 Post subject: Re: ship self-destruct
PostPosted: Wed 26. Sep 2012, 06:40 
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Joined: Sat 22. Sep 2012, 22:21
Posts: 13
this is my view point on the subject (i forget to put that on my 1 post x)

only the brige can active or deactive (self-destruct), now the timer for the self-destruct (math a head). time need for the crew to evacuate (EEV) the ship in normal condition x2 plus(+) 1min per deck

a*2+(b*1)=timer

now let use a big ship ex: a 7 decks warship(b) ,4min to run for the EEV and evacuate (a), 4*2=8+(7*1=7)=15 min
smaller ship 2 desks and 1.3min for the EEV = 1.3*2=3min+2*1=5 min

ship whit no EEV cannot have self-destruct <-----for balance maybe ?!

the timer can be stop any time before half the time a pass (need to wait 2min to turn on again)
after half(50%,1/2) time as pass the timer become lock=cannot be stop (turn on/off) but can be disable(not working after need to be replace in shipyard,... ) stop ppl to abuse the timer now you have consequence.

Hull seize also effect the timer ex: mining base

:D

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http://www.starshipcorporation.com/
http://www.sauropodstudio.com/
http://www.longbowgames.com/
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 Post subject: Re: ship self-destruct
PostPosted: Wed 26. Sep 2012, 14:45 
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Joined: Mon 24. Sep 2012, 20:06
Posts: 60
I do not like this idea at all.

I have never heared about any naval ships in RL that were given any self destruction button or something.
Why the heck should someone build it into your 500 million credit ship? I don't think the "benefits" of such an feature would overweight the negative aspects of blowing your ship up just 4 fun so the enemy doesn't get your plans ect.

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