Quote:
Originally Posted by Turbografx
It's not so much the bar itself that i find distressing but the game mechanic behind it. It requires that a torpedo does "X" damage, everytime. So you can turn off the visual of the bar, great, but does the mechanic change as well? Would they really have two different game mechanics in one game?
I'm afraid that even with the bar visual "off", it will still be a hit-point system, rather than a flooding/buoyancy system.
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Why are you scared about healthpoints? The presence of the flood and health bars are the best proof that SH5 will not use a fps style of hitpoints.
Any ship is kept afloat by watertight compartments divided by bulkheads. The number of bulkheads and the total amount of water that can replace the lower density material (air) depend on each ship design. Theoretically speaking, a ship with 9 bulkheads (10 compartments) has more healthpoints than one with no bulkheads (one compartment). The size of the hole that your torpedo makes is also important as the enemy crew could pump out enough water to make it to port. In effect, your torpedoes do a certain amount of damage.
So it's not wrong to approximate real physics with:
- armor rating (the thickness of the hull) which prevent big holes
- total health or number of compartments that can be flooded without resulting in a sinking
- damage over time (fire aboard a ship)
- critical damage, the treshold of unstoppable rate of flooding
- fatality (ammo or fuel compartments)
- healing over time (pumping out of water) and repairs
The best way to show these are with a health bar and a flood bar. When the health bar drops to zero, kaboom. When the flood bar fills, blrgbrlhbrglrbhlrh