View Full Version : Hiigaran BC subsystems
Sandalpocalypse
24th Sep 03, 4:50 AM
I did a little searching but I couldnt find anything on this. I figured someone else would've noticed by no, so likely I just missed the post.
When you peek in the Homeworld2.BIG, there are excess subsystems listed for the Hiigaran BC - Bridge, Left turret, Right turret, and Chin turret. I believe that's it - I'm not at the computer with homeworld on it ATM.
The others might be explained away as necessary for the gunturrets but the Bridge makes me truely curious...
AFAIK there are no corresponding excess subsystems for the Vaygr.
R-Force
24th Sep 03, 5:11 AM
Most likely they had more subsystem in mind when they started making the game, but dropped most of them for gameplay reasons...
Arioch
24th Sep 03, 11:25 AM
Yes, previously Relic had mentioned being able to disable command systems (the bridge) and more weapons, but they apparently dropped this... my original thought was that if you could cripple a BC just by hitting the bridge, why do it any other way?
"A compliment of four pulsar turrets and four kinetic burst cannons enable the Battlecruiser to engage strike craft intent on disabling key command, propulsion, or weapons subsystems."
Sandalpocalypse
24th Sep 03, 12:12 PM
Well, it'd be neat if it was an effect like. you lose teh ability to directly command the BC until the bridge repairs, or the ship suffers a "negative fire control" effect and loses accuracy.
Ammon Ra
24th Sep 03, 1:53 PM
Meh, yeah destroying the bridge would just cause the ship to float around and be easy captureable ships.
Now, tackeling the problem if you made the bridge heavily armoured, and not to the side of ships on a toothpick, then it might be worth something ;)
ok, yeah 10 bomber squads make short work of any subsystem, but assault/frig/vettes make short fork of bombers ;) although it does make sense :)
Amur_Tiger
24th Sep 03, 2:55 PM
"Meh, yeah destroying the bridge would just cause the ship to float around and be easy captureable ships."
Not really the rest of the ship should remain operational just less effective, weapons especially will still work but won't work as well.
Sandalpocalypse
24th Sep 03, 3:16 PM
This isn't star wars, no reason why a ship can't fight without a bridge.
And do YOU see a handy deathstar to run in to? :P
Omega731
25th Sep 03, 10:35 AM
the catch for the bridge sub system to be put in and not be easy to kill is make the area the enemy has to fire at small & armored.
then mod the bombers so that there fire is more spread out and not as accurate.
UFO64
25th Sep 03, 1:32 PM
i like the idea of a ship just becoming less effective once its bridge is gone. So once you kill it, everything it dose would be slower/less effective ect.
Thorn
26th Sep 03, 11:03 AM
Who's to say they couldnt take over control of the ship from Engineering, or another part of the ship? Kinda pointless to take out the bridge....
Maimer
26th Sep 03, 11:21 AM
i think it would be cool if the destruction of the bridge just send the ship into anarchy where nuthin is coordinated and sometimes if the ship is heavily damaged engineering might plot a random course away from the battle. Turrets without a direct view of what the toher is doing wouldnt be able to concentrate fire on one ship cus the bridge isnt there to tell them where the rest are firing and in a dense combat intercoms from turret to turret wouldnt help.
Miguel
26th Sep 03, 5:52 PM
I've always played HW under the assumption that just about every crew member was "plugged in" to their ship like Makaan or Karan, just not with as much control or responsibility. And if you have people in big ol' pods of liquid and cables and circuitry, you'd put them in the middle of the ship where they won't get hit. Basically, I don't think there is a bridge. Maybe a Matrix Reloaded style virtual bridge.
malcom2073
27th Sep 03, 9:09 AM
That thing that sticks out the side I believe is an observation deck, the bridge is deep within the ship. There was a discussion about this, I forget what happened to it tho.
doesn't the bridge just plan over all tactics used by the ship, and focus fire on targets. So maybe with out a bridge the ship wont take orders and the guns will just fire independently.
Thought
27th Sep 03, 10:07 AM
http://www.tproc.org/homeworld2/subsystem/hgn_battlecruiserbridge/hgn_battlecruiserbridge.subs
FrankDark
27th Sep 03, 10:17 AM
AddSubSystemMultiplier(NewSubSystemType, "WeaponAccuracy", "ThisShipOnly", "Linear", 1, 0, 0)
AddSubSystemMultiplier(NewSubSystemType, "Speed", "ThisShipOnly", "Linear", 1, 0.35, 0)
becouse of this
a ship with a destroyed brige loss only on Speed and accuracy
Thought
27th Sep 03, 10:30 AM
Assuming that, it starts with a Bridge, if not, then it will gain that :)
mecha
27th Sep 03, 10:42 AM
Assuming that, it starts with a Bridge, if not, then it will gain that
no
Thought
27th Sep 03, 10:48 AM
Originally posted by mecha
no
No what? That it doesn't start with one?
Langy
27th Sep 03, 12:42 PM
That it won't gain it, I think is what he meant.
Ghent
27th Sep 03, 9:31 PM
I think we need a more cryptic response ;)
...like just a "bawk"
Seriously tho, i doubt it would give any bonus for not having that subsystem, only a penalty for not having it on the ship. The way to alter this would be to put in a negative multiplier I believe.
...
edit - scratch that, look at the multipliers in there. They're smaller than 1.00 decimal numbers. Thus if you put in a multiplier of larger than 1.00 you could achieve a "bonus" affect instead of a negative penalty affect.
I don't know exactly WHY someone would want to... but the point being if you destroyed HGN_BC_MODULE_SubsystemX, then the ship gets the multiplier to a certain attribute - ie - a 1.20 multiplier or "bonus" of 20% to that attribute. With the particular example already cited, look closer at the actual numbers....
AddSubSystemMultiplier(NewSubSystemType, "WeaponAccuracy", "ThisShipOnly", "Linear", 1, 0, 0)
AddSubSystemMultiplier(NewSubSystemType, "Speed", "ThisShipOnly", "Linear", 1, 0.35, 0)
Specifically, look at them 1 at a time for WeaponAccuracy:
1, 0, 0
1 = no/yes boolean operator. 1 = yes use this
0 = multiplier value, based off 1.00 = 100% of original value
0 = ...no clue here, sorry.
Thus for the Speed multiplier:
1 , 0.35, 0
1 = yes use this
0.35 = penalty of 35% of original speed is applied
0 = no clue what it does.
That's my theory %)
mecha
28th Sep 03, 9:09 AM
- Multiplier at max health
- Multiplier at min health
- Can't remember
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.