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A disable ship option for space combat.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Just wondering if a "disable ship" option is on the table instead of a blow them up all the time. Of course to make all peeps happy they can still decided to blow em up anyways after the ship has been disabled, but it would be nice to see a disable option for ship combat. :D

What do you all think?

*I changed the title*
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    artika1 wrote: »
    Just wondering if a "disable ship" option is on the table instead of a blow them up all the time. Of course to make all peeps happy they can still decided to blow em up anyways after the ship has been disabled, but it would be nice to see a disable option for ship combat. :D

    What do you all think?

    Unless game mechanics change completly a disabled ship in this game would need to be blown up anyway so it would be wasted effort. You could of course do "Target X System" since thats already in and just pretend you disabled it and they wouldent give up..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    To what end would a disable ship option serve? Are you thinking of boarding that taking over the other ship? That would be cool but we aren't space pirates. And we do have disable options already in the form of target subsystems.

    Just curious as to how you envision a disabled ship to work in the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    To what end would a disable ship option serve? Are you thinking of boarding that taking over the other ship? That would be cool but we aren't space pirates. And we do have disable options already in the form of target subsystems.

    Just curious as to how you envision a disabled ship to work in the game.

    Nothing really, I was just thinking as i was running through another blow up 5 things mission that for emersion that disabling them would be better. Kinda goes with the whole star trek theme i guess. maybe get diplo points for not blowing peeps up. Just a thought. nothing more.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    That would be cool but we aren't space pirates.

    My Orion wants a word with you :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    The way I would envision a "disable ship" mechanic in this game is to bring all powerlevels down to zero and have the shut down proc for "Target Subsystems X" on all subsystems at the same time for a few seconds.

    But damn, doesn't that sound a little overpowered? Just a bit?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    @Paneth: Yes there are probably a lot of Naussicans and Orians out there still doing their pirate thing but your Orian works for the KDF and he/she is then working on a military vessel, which is not a privately owned pirate ship. Within the current game frame, your Orian isn't a pirate unfortunately but a commissioned officer. I do get your point though.

    @jdb2008: They had something like that before. Anyone remember Viral Matrix before it got nerfed to hell? That was your disable ship button.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    .

    I'd like to see the disable ship option as well.

    and if you DO decide to destroy..... there may be consequences.


    like: faction rewards or demerits from the targeted ships race or affiliation.

    which could mean the difference of either surprise enemy adds in mission based upon that faction standing ... or a surprise "support" ship adds in to help ( a respectful captain that remembers the day you spared his life ).


    that would be very intersting.

    you could actually mould a specific race to be a nemesis...or unexpected ally.

    .
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    .

    I'd like to see the disable ship option as well.

    and if you DO decide to destroy..... there may be consequences.


    like: faction rewards or demerits from the targeted ships race or affiliation.

    which could mean the difference of either surprise enemy adds in mission based upon that faction standing ... or a surprise "support" ship adds in to help ( a respectful captain that remembers the day you spared his life ).


    that would be very intersting.

    you could actually mould a specific race to be a nemesis...or unexpected ally.

    .

    Yes that is what i meant. sorry for the title. Good oost
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I agree with the OP: the wanton killing of everything in STO is rather absurd and not-at-all in line with Starfleet principles, unless you prescribe to the edicts of Section 31 that is. There are various options that should be available, especially in Foundry:

    - For storyline purposes in Foundry (is it possible to set an objective to only disable and not destroy?)
    - Disable a ship and beam-out its crew (arrest) -- possibly ending in loot along with the beam-out
    - Disable a ship and for the "I-won't-surrender" races, ie Klingons: a self-destruct mini-game where you try to foil the attempt (and get more loot if successful)

    There are a probably a few other scenarios one could come up with.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Starfleet principles, wonton or not, War is the reality of the galaxy at this time. In war if you are ordered to keep x system clear and engage any hostile ships/troops then you do so. Shoot to kill and continue to do so until the mission package changes or you are relieved. Klingons don't give up, they don't come over for tea and no they don't think your tribble is cute.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Ahh, I remember you could disable and board enemy ships in the Starfleet Command games, even turning hostile ships into friendly ones in the course of a single battle. And you got extra prestige points for captured vessels that would survive. ;)

    I'm afraid space combat in STO isn't very suitable for this, considering that relatively normal abilities that each ship should have and would be more or less required for this to work (such as target subsystems, boarding party or tractor beams) are BO-specific powers. Added to that comes the fact that ships in STO always work at peak efficiency until destroyed. There's no way to reliably cripple specific systems as it was possible in SFC. STO is simply not tactical enough, in that regard.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    This isn't the first time this has been requested or suggested, but the option to disable and board ships probably will not be given to players in Cryptic missions. Hopefully Cryptic will allow Foundry-authors to craft such missions where you're able to disable and board enemies instead of only blowing them up. Here's hoping... :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Actually, individual missions where you have to disable and board specific enemy ships are already in the game. The Cardassian cruiser in the Devidian Weekly series, for one. But I know there have been more.

    The new KDF freighter raids in Pi Canis also require you to disable the cargo ships, then steal.. err, I mean confiscate their load.

    Generally, "disabling a ship" consists of you almost-blowing-them-up-but-not-quite. At ~10-30% hull the target ship is simply rendered inactive. The freighters in Pi Canis do start up their engines again after some time if you're not quick enough, though. :D

    Actually, this might be an idea to implement this into STO despite its tactical limitations.

    Just implement a 20% chance that an enemy capital ship in PvE will react to its hull going below one third:
    - Federation vessels may: warp out, surrender or engage self-destruct
    - Klingon vessels may: warp out or try to ram you
    - Romulan vessels may: warp out, cloak (-> just disappear) or engage self-destruct
    - ... list goes on for appropriate actions for other factions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Valias wrote:
    I'm afraid space combat in STO isn't very suitable for this, considering that relatively normal abilities that each ship should have and would be more or less required for this to work.

    Season ~7. ;) Just because it isn't built into the mechanics now doesn't mean it can't (and it should!) be added later. While its been pointed out "this is war" -- there's more (or can be more) to STO than Patrol XYZ. Not every space crime requires annihilation, and it's really counter-intuitive to gathering intelligence. Dead targets don't talk. :D

    Though I'd say it can probably be way sooner if the Devidian/Pi Canis episodes are a clue.

    Hopefully they can also incorporate the same concept into ground combat for Foundry where you incapacitate enemies so that you can beam them out / perform tasks on them / and so on.
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