Fenrisfil -> RE: How to Prevent Ships Going Home to Repair 1 Armor (8/30/2013 1:24:19 PM)
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The problem has been made a whole lot worse by the inclusion of the chicken gun. *Ahem* I mean gravity weapons. One hit from one of those and ships have a tendency to just run away. It's all very well judging when to flee by shield level and it would have worked fine when DW first came out, but now we have not one but two different weapons that can bypass shields (three if you include the AE Gravity weapons seperately) and so this system of determining when to flee is now outdated and redundant. All we need is to replace shield % with a simple danger level that takes into account shield and armour/component damage all together. Call it: Low Danger, Medium Danger & High Danger (along with the standard enemy sighted, attacked & never). At Low danger level the ship will flee at 50% shield or when it receives damage (i.e the same as it currently is), at Medium it will fleet at 20% shields or after X damaged components and at High it will only flee when shields are depleted and all the armour modules have been damaged or when X non-armour components are damaged(making it pretty close to never fleeing, but at least with some chance of survival if things go wrong).
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