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Ship/submarine Design Feature
Posted: Thu Apr 07, 2005 6:18 pm
by Apocal
Off the top of my head, the ability to select different armor schemes, as opposed to generic "health points". Let's say I choose to load up four twin 5"/38 gun mounts, six quad 40mm Bofors, and ten twin 20mm mounts (with ammo to match) on my Fletcher. Needless to say, this would make my ship a floating stick of TNT. To offset the risk of an internal ordnance explosion, and maintain a high top speed, I could thin out deck armor while increasing the amount of armor around my magazines and adding more sprinkler systems.
Or if torpedo hits keep blowing my command from under me, I could add bulge armor. And if dive bombers wreck havoc with my vessel, I could thicken out deck armor while getting rid of belt armor.
I have more but my roommate wants to use the computer right now.
Ship/submarine Design Feature
Posted: Thu Apr 07, 2005 6:37 pm
by Old Yellowstain
Off the top of my head, the ability to select different armor schemes, as opposed to generic "health points". Let's say I choose to load up four twin 5"/38 gun mounts, six quad 40mm Bofors, and ten twin 20mm mounts (with ammo to match) on my Fletcher. Needless to say, this would make my ship a floating stick of TNT. To offset the risk of an internal ordnance explosion, and maintain a high top speed, I could thin out deck armor while increasing the amount of armor around my magazines and adding more sprinkler systems.
Or if torpedo hits keep blowing my command from under me, I could add bulge armor. And if dive bombers wreck havoc with my vessel, I could thicken out deck armor while getting rid of belt armor.
I have more but my roommate wants to use the computer right now.
I think this is overkill.
Take a look at the way SH3 does it for something more reasonable. Different ships have different vulnerabilities in different sections. It pays to study details about the ships so that you can aim for the most volatile ship section.
Ship/submarine Design Feature
Posted: Fri Apr 08, 2005 1:02 am
by usstexas
or even manipulate a certain basic hull shape, which the computer corrects so it is sound to be sailing
Ship/submarine Design Feature
Posted: Fri Apr 08, 2005 2:51 am
by Apocal
I think this is overkill.
Take a look at the way SH3 does it for something more reasonable. Different ships have different vulnerabilities in different sections. It pays to study details about the ships so that you can aim for the most volatile ship section.
I don't have my copy of SH3 yet.

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I figured if ERT went with something as "gamey" as being able to redesign ships, they might as well go whole hog and give us something more than weapons to configure. Or else it becomes a contest of who can slam the most weight of fire on the smallest and fastest vessel possible. I don't know how popular it is with forumers here (being primarily console titles) but the PTO series is an extreme example of this.
Although it may just be my bias against health bar damage in naval sims talking.
Ship/submarine Design Feature
Posted: Fri Apr 08, 2005 4:43 am
by Old Yellowstain
Although it may just be my bias against health bar damage in naval sims talking.
ERT currently is mostly healthbar based.
SH3 is much less so. Different ship scetions affect a ship's status in various degrees. This is reasonable enough for serious gameplay.
Ship/submarine Design Feature
Posted: Fri Apr 08, 2005 1:44 pm
by Commodore Rob
I remember asking East a while back if they were going to be having a realistic damage model and he said it was something they were looking at. I do hope so. I have to say I do like the damage model in SH3.
Ship/submarine Design Feature
Posted: Fri Apr 08, 2005 9:08 pm
by Kaje
Rathar than basing it off of a healthbar, perhaps have two ship icon-thingies, one with the guns, and one with health. If any part of the ship hits red, you're dead. Parts of the ship with less integrity (or more gunpowder) would start out with much more of a red color.
This would also allow for the captain to know where his leaks or fires are, just make a visual representation or icon and put it on the boat icon (icon? sry but I'm not sure what to call it).
Again just keep the ship mods and their relation the the health bar realistic.
Ship/submarine Design Feature
Posted: Sun Apr 10, 2005 5:47 am
by Apocal
ERT currently is mostly healthbar based.
SH3 is much less so. Different ship scetions affect a ship's status in various degrees. This is reasonable enough for serious gameplay.
Like I said before, I haven't played SH3, so I can't comment on the damage system there. My own benchmark for damage systems comes from Great Naval Battles. Where a minor fire caused by 4" gun could effectively sink your CV if you weren't paying attention. Pretty much the exact opposite of healthbar.