Coding questions - possible or no?

Does anyone know if it's possible to do any of the following?

1: Tie hull condition to rate of fire. For example, if a ship is at 50% hull condition, it would fire at a reduced rate.

2: Give all weapons (or maybe specific ones) an effect that has a % chance of temporarily disabling a target's systems when hitting the hull? For example, a ship gets its shilds knocked down and then gets hit by a missile. The missile would have a 5-10% chance of disabling weapons, engines, or jump drive for a few seconds.

3: Randomize (within specified limits) the duration of a beam weapon effect. I think it gets a little visually monotonous when every shot of a beam weapon lasts exactly the same amount of time. Example: a ship would fire a beam that lasted for .5 seconds, then one for .25 seconds, then one for .75 seconds. This would be pretty much entirely a cosmetic thing, for visual variety.

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Reply #1 Top

1. Don't know

2. Don't know

3. Don't know

Reply #2 Top

1. Nope, not exactly. There is no way to query hp other than some repair abilities autocast. There is an ability trigger that checks if the target has shields (there might be one that checks for hull damage, but I'm not 100% sure), and you might be able to work something off that.

2. Not as a weapon property, but abilities can be tied to weapon shots. The Vulkoras Siege ability does this (every phase missile shot inflicts extra damage to buildings). It is possible to have an OnChance ability as well, so combining these it should be possible to have a conditional secondary effect triggered by weapon fire. The downside is it will need to use an ability slot.

3. Nope.

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Reply #3 Top

Ha, well I suppose this explains why no one has done these things yet. Thanks Annatar, for satisfying my curiosity.