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Critical Hit System

Critical Hit System

Explosions, in space?

X-( ---->Obligatory Wall of Text Warning<---- X-(

Hi, over the past couple weeks I've been slowly trying to flesh out a combat mod for SoaSE. To me the RTS standard "shoot unit X until HP == 0 and dies" is a little dated. I'm a big fan of Company of Heroes; and I know Frogboy is too thanks to the GFW podcast. I was looking for a way to add the variety of a CoH style critical hit system to SoaSE. For those of you unfamiliar with CoH it works this way. The units in CoH have a health pool. As that pool goes down the unit has an increasing chance of incurring a critical hit when it receives damage. The occurrence of a critical hit can do a number of things. For instance it can kill member of the squad, destroy the gun on a vehicle or finally destroy the squad/vehicle. Units in the game can only be killed on a critical hit but, once the unit's health is low it is very likely to happen. If your unit survives the fight it can then be repaired or healed/reinforced back to full health.

I feel a system like this applied to SoaSE would make combat vastly more interesting to experience. After fishing around the game files for a few days though, I realized there's no way I'd be able to add everything I'm envisioning. So in a desperate attempt for some community and hopefully developer attention I thought I'd share what I've been thinking about. Please keep in mind I just want a better game like the rest of you. :CONGRAT:

Down to the guts. The jist of the combat system I'd like to see implemented is very similar to CoH. Each shot would have a small chance to apply a critical hit to the unit receiving damage. In turn each critical hit has the ability, inversely related to the unit's HP/SP, to apply an effect. In other words the chance of a critical hit applying an effect at full HP/SP would be very near 0%. As the unit recieves damage the chance of an effect would scale upward; more so at the lower HP/SP levels. The chance for a shot to apply a critical hit would also have to be balanced on a per-ship basis due to differences in rate of fire. This would be to prevent ships with a high rate of fire from getting more criticals than slower firing ships. Certain critical hits would have a small front loaded chance of occurring; like shield criticals. Others would have a greater chance of occurring when a unit's HP/SP are low. For instance, the criticals that result in the death of a unit would only happen somewhat sparingly starting at X percent of total health. Their occurrance would then scale up as the unit approaches zero health. Units would only be killable on a critical hit. Also to help reinforced the idea of balanced fleets, I'd propose certain weapon types having slightly higher critical rates versus certain armor types. For example: Anti-Light weapons would have a higher critical hit rate vs Light Armor.

I'll now list and describe critical hits I've thought of for this game. Feel free to skip them. They're just ideas I've been brainstorming for my probably vaporware mod, but I think a few are neat. :) The partial loss abilities would occur to a unit above X% of HP/SP, while the complete loss ones would occur to a unit below X% of HP/SP. They would both be on short timers.

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I have divided critical hit effects into six categories:


*Anti-Matter
+Anti-matter Implosion Deathblow ->Capital ship only
-Very, very rare (Like, single pretty/funny girl who likes videogames/cooking/cleaning rare)
-Creates a temporary small black hole that sucks in all sub-capital class ships in a certain radius below X% health.
-Units above X% health and within the radius will have a DOT effect applied to them while the blackhole is active.

+Anti-Matter Leak
-Anti-matter around the ship reacts, bathing it in plasma
-Causes hull and/or shield damage


+Complete loss in anti-matter regeneration
-
Timed

+Partial loss in anti-matter regeneration
-
Would be on a timer.

+Temporary Loss of use of abilities
-
Also timed.



*Engines

+Engine Core Damage
-Reduction in effectiveness of all other systems
-Ability cool downs increased
-Timed

+Engine Overload
Deathblow
-Ship accelerates randomly at a velocity greater than normal
-After a short time the engines overload and the ship explodes violently, dealing damage to the immediate area.

+Loss of linear speed
-
Timed

+Reduction of linear speed
-
Timed

+Temporary inability to phase jump
-
Think of this as spellcast knockback but on the phase jump.
-Would have a maximum delay time to eliminate chaining.




*Hull
+Emergency Management System Failure
-Greatly increases the chance of *Catastrophic Systems Failure(down further)
-I see this ability not happening atleast until the unit is below around 25% health.


+Uncanny Construction
-
Ship regenerates X amount of health over Y amount of time.

+Weakened Armor
-Ship's armor value decreased
-Timed




*Miscellaneous

+Bridge Crew Killed
-Command controls on the ship randomly blew up upon ship receiving fire.
-Ship temporarily inoperable while stations are being re manned.
-It's going to happen on spaceships, Star Trek proves it beyond any doubt.


+
Catastrophic Systems Failure
Deathblow
-Ship explodes at whatever health it's at currently
-Almost impossible at higher health but, chance of happening increases with hull damage. IE: Less than 10%
-Occurrence would be modified based on the cost of the ship. More expensive = less likely

+Command and Control Failure
-Ship is temporarily unable to be controled by the player.
-Unit defaults to AI control patterns
-Effect triggers a timer and wears off afterwards


+Defiance Deathblow
-Ship recieves a deathblow, continues to fight for X seconds then explodes

+Deflectors Down
-Differs from Shielding
-Applies a slow temporary DOT on the ship as space debris slowly works away the hull


+Life Support Failure
Deathblow
-Ship continues to fight normally
-Ship becomes useless space junk after X amount of time.




*Shields

-Shield effects would be front loaded and happen toward the start of the fight or versus
targets with laden shield pools. Need to be modified to not unfairly punish Advent.


+
No shield regeneration
-
Timed

+Reduced shield regeneration
-
Timed

+Shield Overload
-
Ship's shields massively over energize causing them to expand very rapidly, generating an EMP pulse
-Deals EMP damage to surrounding area and leaves the effected ship with reduced shields.




*Weapons
+Computer Damage
-Greatly reduced weapon accuracy
-Timed


+Disabled Weapon
-Main weapon temporarily inoperable
-Can happen to each bank of weapons on the ship
-Timed

+Reduced rate of fire
-
Timed

+Weapon System Overload
Deathblow
-Ship starts to spin like a gyroscope while firing its guns faster than normal
-Weapons fire damages friend or foe
-After a short period of time the ship explodes violently, dealing damage to the surrounding area

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All of these effects would require an user interface adjustment in order to make the effects clearly distinguishable. I'd propose having some small pop-up text on screen when a critical happens, much like in CoH. One difference though; the text would be preceded by a slightly larger icon. This icon would allow immediate identification of what happened to the ship. My ideas for icons are:

*A rocket for an engine critical
*A bullet for a weapon critical
*A shield for a shield critical
*A plus sign for a hull critical
*An atom for an antimatter critical
*An exclamation point for a miscellaneous critical


These icons could also be used in the Empire Tree to help identify effected ships. I would also like to see the unit portrait be applied in a way that would show which part of the ship is effected. The unit portrait and mouse over text would specifically tell the player which parts of the ship are under duress and how they are effected.

On top of this critical hit system I would like to see a change in the mitigation system. IE: As you max out a ship's shield mitigation, it does less damage and/or moves slower. The reasons for this are that I see an individual ship only having so much power. It can go to weapons, propulsion or shielding. If one of these is being taxed heavily, the other two should suffer. I feel this change might add to the epic aura of fleet vs fleet battles. It would encourage against focus firing as the loss of a ship wouldn't be the only way to reduce the damage output of an opposing fleet. It would allow a player to spread their fleet's firepower around and effectively reduce the other fleet's damage output.

Anywho, this encompasses "my" ideas for combat changes. Once again, I believe the critical hit system and mitigation system would add a lot of variety and randomness to SoaSE combat. I really enjoy the game right now. I think something similar to these changes would make the game even better though. Hopefully all of this could be done without drastically raising system requirements.

Thanks for your time. ;p

43,191 views 56 replies
Reply #26 Top
Wait, targetable systems was considered and dismissed?
/sadface
Is this supportable in engine through some sor tof legacy code? I really, really, really doubt it would be but that would be so amazing... If you devs uh, wanted to let us modders tweak around with that...

I think less is more with this concept. Engine overload would be pretty sweet, some AoE effects when ships explode might be nice... But the more types of things you have happening the more chaotic and crappy everything gets. If you introduce this much random chance the game becomes less predictable, and without semi-consistent predictability you can't have strategy.

This would be so very difficult to pull off with current modding capacity. 'chance to occur' things are rough to pull off. But I think that this could be a really amazing idea to tinker with.

Kryo, if you felt like talking with some of the fellas about opening up more event-style triggers in the buff system, the modding community could do amazing things... I think the current buff system is very powerful, but it suffers from a limited selection of end conditions, and a limited number of triggering factors. just a little bit more power and we could have the sort of sandbox that thousands of people would pay real good money for... *wink*
Reply #27 Top
Personally I dislike this idea. I don't like combat, at a certain point, having such randomness added to it. As it is weapons fire is already somewhat chance-related with how weapons have a miss percentage. I don't think we need another aspect of probability included, especially with such catastrophic potential. It degrades the fundamental strategic nature of the game.
Reply #28 Top


It is an interesting idea but i think you need to sell it better and make it a little bit more realistic and practical.

First of all, there shouldn't be any critical hits at all until shields are at least 50% or maybe even a little bit less than that. It just doesn't make sense that there would be any critical damage when in the game itself all damage goes to shields first and then to hull (excluding missile going through shields, and for balance reasons that is why crits should probably happen at 50% mark). Then you can start having a low percentile of crits (where the shield doesn't block all the damage and you start to take hits).

Practically, I don't think anyone likes 'big' random chance. In alot of games, they use dice, and there is random chance but it is per battle and generally the odds are reasonable and the rules are very strict so the player 'KNOWS' what he is getting himself into and what he can reasonable expect. No one wants a single practically impossible random occurance in a 2-hour game to decide everything.

If you lose because of economy, or fleet placement, etc. then fine. It is your fault and the reasons for it are clear. But if you lose because of a random unbalanced fluke then that sucks.

So all of the percentile chance that you are doing should be extremely low until the ship is basically in the red (less than 30% hull remaining). Then it is more reasonable for people to accept and knowingly accept that their ship is now in the red and could experience critical failures, etc. The same thing for the opponent. It is reasonable and predictable.

In addition, you could make each individual ship chance have a different percentile chance of critical failures. Small scout ships have high chance, while heavy cruisers are built better/sturdier and have a much much lower chance. Capital ships have the lowest percentile chance possible but then maybe the critical failures that could occur are considerably more catastrophic.

Corv
Reply #29 Top
People seem to keep gathering from my original post that their ships will be there full health one second and then gone the next. That's not what I'm going for at all. The dominant and/or well micro'd force should always win. :d

Let me clarify again, this system will be random but predictable. If you let a ship with low health get pounded on, something bad will happen. The standard death animation will still be the standard :p . What I'm trying to do, at the core, is add some variety and effect to the death of a ship every once in awhile.

The RTS staple of a certain type of unit dieing in the exact same way, each and every time, is just bland to me. Very, very bland. Almost every game gives it a new animation, but in the end it does the exact same thing. I want to see some variety X-( . I want to see a weapons cache hit; turning the ship into a fireworks factory. I want to see an engine explode; creating a deadly blast field. I want the death of my hulking capital ship to not just be another myriad explosion in space every single time. It must have effect once in awhile. :D

As far as the modding goes it looks like the tools have an onchance and minhulldamage condition. That should do fine for this type of mod. I just have to figure out how to get them to work. heh

Thanks for the posts. They help me think. :CONGRAT:
Reply #30 Top
Wow. I've read your first post and I love the idea - though I haven't really played Company of Heroes.

Although I think some effects sound pretty drastic and extreme, having such variations for unit deaths would be simply awesome.
Also, from a different point of view, it's kinda realistic: Just like some battleships were destroyed after just one lucky hit that cleanly penetrated the armor and hit the ammo storage, there were some cases in history when a ship was almost completely raped by enemy ship artillery before finally sinking.

Simply put: You, sir, are awesome and I really hope you can make it happen in Sins (or find someone who can help you with that).
Reply #31 Top
While I don't think a CoH-style system in particular was looked at during development, targetable and destroyable subsystems on ships was specifically rejected as it would add too much micromanagement.
End of quote


In order to decrease micromanagement give ships crew skill points(let them handle it), the higher the points the less of a chance for catastrophy. Add more research subjects to increase skill points.

Add new dialog so whenever something happens you'll know quicker

This sounds like a good idea just needs some work and thought

Reply #32 Top
This sounds like a good idea just needs some work and thought
End of quote


It's a rough draft ;)

I primarily am just hoping a developer will read this and think: "Oh, that's a cool concept."

Planting seeds ftw.
Reply #33 Top
I like it, Sins combat is extremely boring and long to me, I'm so used to the quickness of Starcraft and the fun of Company of Heroes. I can't play Sins anymore till I find a decent mod of people changing around the combat to make it faster.

This though is one thing that would get me back into playing Sins, granted it doesn't speed up combat as these effects wouldn't happen till ships are almost dead anyway. But it does add something to the bland combat that I would definitely start to enjoy it again. And those critical system failures (the deathblow ones) I'm all for, as long as they do stay around the 10% HP mark, and of course there always the chance it won't happen anyway. =P
Reply #34 Top
This is very interesting, mind telling me how you do all this? im working on a mod myself and i really want to know how to raise the chance for crit hits involving fire n the like.
Reply #35 Top
I for one think it's a really cool concept. Probably bad for balancing but I'd definitely have fun with it.
Reply #36 Top
Wall of Text Warning

Reading through this forum, Kryo stated that targetted (spellcheck?) subsystems as a concept was rejected as it would cause too much micromanagement. In my, granted quite limited, experience, it adds a great deal to the game.
For example, Homeworld 2, one of my favourite RTS games. A pair of Battleships warping in front of your mothership and starting to carve the hull apart is bad enough. When each disgorges a vast number of Bombers which systematically annihilate Engines, Fire control Centres and Manufacturing plants in the mean time, the concept moves from a survivable skirmish to one of those circumstances where only '... oh bugger' is really appropriate.

Further, one of the mods for Supcom is a modular damage system. This is a great thing. Few things are more amusing that carving the arms off an attacking force and watching the chatlog light up as the enemy commander rages at you. Micromanagement heavy, perhaps. Rewarding and deeply satisfying, unequivocably.

Fallout 3, I believe, is intended to have a 'modular' targetting system in a similar vein to those stated, which looks very amusing. 'Look, your arms off!' 'No it isn't.' 'What's that then?' springs to mind. If someone was/is working on this mod, or will be, please don't drop it. It'll be a good thing, and players will love you for it. I'm not great but I can model basic-ish things in max and maya, if you need such things done, and i offer my services as such.

much love :CONGRAT:
Reply #37 Top
This is very interesting, mind telling me how you do all this? im working on a mod myself and i really want to know how to raise the chance for crit hits involving fire n the like.
End of quote


I'm just trying to mod the deathblows themselves right now, using chance on death occurrences. I'll start problem solving the critical hit system when I get them done :)

It'll still be awhile though
I r newb @ modding ;p

I for one think it's a really cool concept. Probably bad for balancing but I'd definitely have fun with it.
End of quote

Thanks. I agree it will need a lot of balancing but, it should make the combat a lot more interesting once it is done. :D

P.S. Thanks to the mod community for answering my questions.
Reply #38 Top
did this mod die?
Reply #39 Top
did this mod die?
End of quote


Not quite. I'm just busy working on my other mod atm.
My goal is to get my visual mod nailed down and then work on my gameplay mod.

My development team consists of one sleep deprived person modding 38-56 hours a week. :p

On top of that I'm not even paying him.
Reply #40 Top
Lost, love the idea. it adds some realism to Sins (not too much I hope) and adds a little variety to the ordinary Ready, Aim, Fire tactics used all too often. An idea would be specialized ships designed to cause critical hits on enemies. While expensive and incapable of causing any decent amount of damage to an enemy force by themselves, when combined with other ships in an armada they can really cause some havoc with the enemy. There would be a slight increase to the possibility of a deathblow, and a moderate increase to the less severe effects, such as shields and weapons. The reduced fire rate crit hit could be called "Damaged Coolant Systems" BTW. Damaged wouldn't be the same as destroyed systems, but the damage requires a reduced fire rate or the weapons overheat and explode, and no ship commander wants that.
Reply #41 Top
I agree that something has to be done to fix SINS' addiction to logistics over strategy...

How about a null unit at each planet that has it's four abilities designed to carry out as much of your original plan as is possible.

The null unit would be indestructible, and invisible (or masked as a piece of debris or a small spacerock, and would use empty spots of the Large/small/mainview/HUD icons so that it doesn't show up on radar as anything important...

It's four abilities would make it so that the more shield damage it has, the more likely it will lose all it's shields, and the more hull damage it has, the more likely it will explode, etc...

If you need more than four abilities then simply make two or more null objects at each planet.

The null object can be entirely implemented as I have laid out, the only thing to do is to make the abilities do what you want...

(I suggest a null object INSTEAD of using planet abilities, as some planets use their abilities and you would want one object to apply to all gravitywells equally)


Reply #42 Top
lol, I'll give that route a try when I get back to this mod.
I actually was using planet abilities and a massive chance on death buff chain. :P

Optimally I'd like to completely get rid of the whole "unit reaches 0 hp and dies" thing. I'd much prefer a system where a unit accumulates damage until a lucky shot finally ends it. AKA: Super Smash Brothers style. This would allow some regular irregularity in the gameplay as not every unit would have the same life cycle.

I'm looking forward to the day I can have a lone surviving capital ship limp out of a gravwell at 126% damage. :d
Reply #43 Top
no offense but in the end it doesnt matter and adds nothing to the game.
It simply averages out over time and unlike in CoH there are a lot more units involved in combat which arent so fragile so u wouldnt even notice the effect.
Its just a lot of work with nearly no impact on gameplay.
There are other ways to make combat more interesting.
Reply #44 Top
I personally love the idea! As long as a disabled weapon can be repaired after the battle, cuz i'd have to have a lv. 10 kol without weapons in an enemy galaxy. ;p
But otherwise, i love the idea!
Reply #45 Top
There are other ways to make combat more interesting.
End of quote


Such as? :)
Reply #46 Top
Ramming. :p Who needs criticals when you can go foamy at the mouth and scream "RAMMING SPEED" at your monitor in the heat of the battle! ;)

The idea with critical sounds nice, I hope you can pull it off, though I personally don't see how. :)
Just keep in mind it works both ways... and you could lose a precious high-level battleship fast to a freak streak of criticals... that's statistics for you. Always coming back to bite you in the arse. ;)
Reply #47 Top
lol, exactly! Monotony is the antithesis of fun. :)
Reply #48 Top
uff thats alot of stuff u wanna add...

looking at in from a few angles, some show a nice improvement, some show it to be a to large change, in other words, we'll get 2 seperate games.

i totally agree on the "shoot unit X until HP == 0 and dies" being a lil dated, but it's also the most "fair" and easyiest method


right now i doubt this wil do any help in later stages as alot of people just focuss fire on ships killing it with 1/2 shots.


if you were to add this then another factor must be implemented.. namely, not being able 2 focuss fire.... now doing so would result in a situation where all ships just fire randomly upon the enemy, so if a capital ships flees with 1 hp health u cant order any ships 2 take down the last hp

to compensate for this we could add an ability (or special "cruiser") in the game, 1 based on the same principle for all races..
this ability would allow the ship having the ability to command nearby ships (20???) to fire on a specific target


as i see this this would both help improve the original SoaSE + your thought on the CoH method (wich shows lotsa promise if alot of balancing is "re"done)

S_o_L
Reply #49 Top
New abilities or cruisers should be made in order to speed the process of ships recovering from their critical hit or recovering at all(in case of the happening of a non-0% HP kill). Ramming is already a tactic: martyrdom ;p 
Reply #50 Top
Well Martyrdom is a tactic. However, I think he means taking a Marza or Kol and shoving it through a frigate. Now that would put TEC's armor plating to good use.