Thread: A few new ideas
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Old 12-24-23, 02:54 AM   #116
Fidd
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Join Date: Apr 2005
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98. Damage types.

I was thinking about damage today, and how it might be handled. It seems to me that a multipronged approach of different damage-classes might provide for both realistic events, problems to address, priorities to set and a great deal of variety in outcome and content.

Lets consider possible models. This is not so much about specific items being damaged, and more about different classes of damage:

Class one: "permanent" damage. This would be damage that would essentially limit the depth a u-boat could remain at, and if deeper than that, require it to reduce in depth. It could be as simple as "hull-strength" that is diminished by close DC hits. It could also cover damage to hull-valves, ie a leak would be caused which could only be stopped with damage control and a reduction in depth. It remains at the damaged value for the remainder of the game (as our "light-bulb damage currently behaves). Broken battery-cells, destroyed cylinders from engine damage might also be class one.

Class two: "temporary" damage: This would cover damage, or leaking so caused, that could swiftly be taken care of, by isolating a section of pipe, tightening a flange and so forth to stop a leak or a release of high pressure air. Or even extinguish a small fire. The damage and effect would persist until fixed, however, once fixed, the damage-state of those items returns to zero. So this form of damage, whilst possibly serious and contributing to problems, is not permanent in the manner of class one damage, and would apply no constraint to the boat or crew once it is fixed. Note that this form of damage could also be applied to a whole slew of potential electrical, instrument, telephone and so forth problems. The same systems might be damaged by class one damage, so, you might lose the a system in whole, or in part, but be unable to fix it. Until you attempted to, you would not immediately know if the damage is repairable (class 2) or irreparable (class 1).

Class 3: "degrading function" damage. This is damage that is permanent, but which reduces function, rather than renders something broken or failed completely. Examples might be a prop-shaft vibration that increased hydrophone detection range, or, a loss of some functionality of the hydrophone, a limiting of movement of the plane's or rudder, or a reduced upper-limit to which high-pressure air that could be stored. It might render a particular helm-station unusable for steering etc. It would necessitate changes to normal-working practices, and add some problems for the crew, but not in and of itself be a cause for the loss of the boat directly, in the way uncontrolled flooding might cause. A wounded crewman would also come into this category, with concussion effects, a sling affecting movement etc.

Class 4: damage is simply class 3. but with fixable components, so it involves a short to medium degraded function, however, one that could be fixed and countered. Examples might be loss of instrumentation forcing use of standby instruments, or those in other areas (eg the Dive Officer's deep depth guage being broken, causing him to need to use his standby one, or, reports from the tower. Or it might be the loss of a particular gyro compass, lighting etc. All of these would be completely repairable, but, might take time to fix.

With any one, or a combination thereof, of up to 4 of these 4 damage classes being inflicted via close DC attacks, it could provide crews with no damage, unreparable damage requiring a reduction in depth, or permanent degradation of function, or fixable degradation in almost any possible combination; adding, on occasion, a need to analyse, prioritise and effect repairs, possibly with some reductions in function as these repairs are done, in almost endless possible permutations.

Obviously there'd need to be some relationship between where the DC was in relation the u-boat when it exploded, in terms of causing damage to the appropriately located systems. So a hit near the bow should likely NOT affect the rudder! The extent of damage and ability to effect repairs should probably be limited the operator of damaged item, and the machinists.

It is of course a complete given that the radius of effect for a lethal DC would have to be greatly reduced from current values, and that the various classes of damage move outwards from the instantly lethal progressively, one to four (damage class). So, class 4 damage would occur most frequently, class 3 a little less so, and so and and so forth.

With longer and more persistent DC attacks this could provide memorable content, the opportunity for good teamwork, as well as a lot of problems of initially unknown severity or cause having to be addressed, making "getting detected" a rather more serious - and risky - enterprise than it sadly isn't currently.

By classing damage thus (or similarly) I think it should be possible to strike the right balance between successful gameplay and penalties for getting detected and DC'd over time, that would always remain interesting to contend with, both as individual players, but also as crews? I'd not envisage this as causing problems each and every time you are DC'd, but, occasionally giving a slew of problems if you're hit well or in a prolonged attack. So an unlucky early hit, reducing max depth, might cause you to suffer a prolonged DC attack causing all sorts of damage, or, you might evade the 1st set of charges, get deep, and suffer only a very few not awfully close DC's, and get away with just some light class four damage, if any....

Last edited by Fidd; 04-29-24 at 12:54 PM.
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