Thread: Breakdown Mod
View Single Post
Old 07-28-19, 06:02 AM   #8
YellowFin
Engineer
 
Join Date: Mar 2017
Posts: 208
Downloads: 56
Uploads: 0
Default

Quote:
Originally Posted by Webster View Post
thats an interesting idea

i think the best way to make this work is to do it in the form of a mine seeded throughout the game that is weak so it does minimal damage but require you to make repairs.

i dont really see how else you could do it since you cant change the game engines core code

this would in turn also cause ships in the game to also be randomly disabled so you come upon damaged ships for easy targets or warships failing out of task forces that you can pick off
How is the damage / sabotage implemented in SH3? I remember there being the option to turn this on in SH3Commander.

The problem with the mine I see is that the bulkheads will be damaged, more than, say pumps or radios. Bulkheads wouldn't usually take damage on a normal patrol, except if you ram a floating object.

I also see a general problem with a damage mod: What if you are in TC and one of your critical systems gets damaged? Most player probably wouldn't notice until it's too late and they have to dive, with a drained battery or a leak?
YellowFin is offline   Reply With Quote