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[FAQ
Forum Index » » Developer Feedback » » Reactor Damage and Destruction
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 Author Reactor Damage and Destruction
Juxtapose
Grand Admiral
Sundered Weimeriners


Joined: May 11, 2002
Posts: 1308
From: Give me your bullets!
Posted: 2003-10-18 22:59   
When your ship takes damage, your systems also take damage.

Sometimes you get a little message in the top left corner of your screen that reads:

Fusion Reactor 1500 destroyed

Now...if my Fusion Reactor got destroyed...would it really just stop working and turn green? No, it would probably explode, destroying my ship.

My idea: When your Reactor takes damage....not flux/disabled damage, but Beam/Particle/Torpedo damage, it can explode...destroying your ship. Once it shuts off, a warning light appears on the Device and perhaps verbal warning also, much like the collision alert : Reactor Breach, Warning, Reactor Breach.

You then have 5 to 10 secs to remove the device and jettison it before it blows up. Chances are you are already down to 38% hull when this happens, so your death may be a forgone conculsion, however, if you may survive and this happens, you die.

Once jettisoned, you still should move away...it will have a blast similiar to that of a Scout ship exploding...

An illustration:


So...in conclusion: A ship that you are trying to finish off may suddenly pop at 25% hull because their reactor has breached.

This would add an element of realism; make players a little more leary of mounting Reactors on everything...perhaps even balance out the ICC Assault Cruiser and K'luth Dessy's that sport these devices.
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2003-10-18 23:21   
I kinda like the idea... but it would make sense for it to occur with Tachyon and Antimatter drives too... which would not be good, heh.

(Oh yeah Jux is the only ICC I've seen who wants to balance their stuff lol)
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-10-19 01:29   
Hey Jux.... reactors DO explode. It does a hell of a lot of damage, too.

Whenever you see a ship go *pop* at 20% hull or whatever, it's because it had a couple of reactors and they both just blew.


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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2003-10-19 03:10   
Quote:

On 2003-10-19 01:29, Sandalpocalypse wrote:
Hey Jux.... reactors DO explode. It does a hell of a lot of damage, too.

Whenever you see a ship go *pop* at 20% hull or whatever, it's because it had a couple of reactors and they both just blew.




Uh.... no, they don't. I've been at 1-2 hull in a cruiser/dreadnought with a destroyed reactor and I haven't been killed...

You might be thinking that because you always see scouts killed so fast and they have reactors standard. Well, 6-8 disruptors/CL2000's can take away 20 hull from a scout damn quick.

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Fleet Admiral Tbone
Commander of the NSS Red Lobster

[ This Message was edited by: Tbone [NSS Pandora's Box] on 2003-10-19 03:11 ]
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-10-19 05:42   
I like it BUT 5-10 secs is a little short perhaps if the device would have besides remove a jetison function it could work


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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2003-10-19 07:00   
I've suggested this multiple times before. I still say it sounds good.
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Will McBlack
Admiral

Joined: March 25, 2002
Posts: 444
From: The Netherlands
Posted: 2003-10-19 08:02   
Couldnt agree more, great idea Jux!
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A Troll =SSC=
Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-10-19 08:40   
I agree with Juxta
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Mr tinkles anti wibblinator
Cadet

Joined: October 13, 2002
Posts: 435
Posted: 2003-10-19 08:56   
I agree but it should do almost more damage than a scout blowing up like maybe a dread. but have a hot key to make it eject.
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2003-10-19 11:54   
Add to the jettison reactor hotkey a function to make it overload if it is not damaged, just to get away from enemies when they hunt you while making them unable to follow you the direct path (just like a mine)
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Malduc{-GTN-}
Cadet

Joined: January 19, 2003
Posts: 544
From: New Jersey
Posted: 2003-10-19 13:43   
I'm for it, I like this idea.

Malduc
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Mr tinkles anti wibblinator
Cadet

Joined: October 13, 2002
Posts: 435
Posted: 2003-10-19 14:15   
kinda like throwing stuff out of a cannoe toscare people off
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Antdizzle


Joined: February 07, 2003
Posts: 860
Posted: 2003-10-19 14:30   
gooooooooooo juxta!
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Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2003-10-19 15:45   
I like it. If we do this, what about arming your remaining torpedos before you explode? (/m envisions kamikaze trannies full of armed AMT's)...
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2003-10-19 18:24   
actually, FUSION reactors WILL just simply stop working. The fusion reaction will just expand once breached and it just expands and cools rapidly.

However, AMEs/AMJDs/AMTorps are another story....
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