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  • bulkhead armor semi-overhaul

    02. 27. 2009 15:40

Sona
bulkhead armor is nice -it reduces how much DP you must have to sustain speed- but for
most ships and players, this is generally a useless waste of speed.

i suggest an improvement to what bulkhead does:

first use: bulkhead armor is meant to keep water out of the inner parts of the ship, so
it should keep its ability to keep speed.

second use: in addition to this, however, it should have the ability to slow flooding.
when your ship is hit and the blue "potential damage" marker is lower then the current
amount of DP, flooding occurs (like it does now) and adds damage to
the ship while the repair crews attempt to seal the holes and then pump out the water. (we
know this as soft defense) however, with more bulkhead armor, the water should seep in
SLOWER. in other words, the actual DP should reduce to the potential DP more slowly the
more bulkhead armor you have. This would let you keep your actual DP higher while your
repair crew work.

example: what really happens is that you keep DP during burning. so suppose normally when
you got
hit by a full battleship salvo your blue potential DP would say you were at 50% dp while
your actual DP would say you were at 90%. so without any bulkhead normally you would burn
down to somewhere like 70% DP before the blue bar came up to your actual DP bar, where you
would stop flooding (burning) and begin repairing. with some bulkhead what would happen is
you would get hit by a salvo and the blue bar would go to 50% and your DP would be 90%, as
before. however the burning would be slower so they would meet more around an area like
80% and begin repairing from there.

third use: This type of armor keeps the water out of the internal parts of the ship.
maintaining is easier, so i think bulkhead armor should also keep the max repairable
damage high. at the maximum amount of bulkhead, max repairable would stay at max nearly
all the time.

note that this type of armor does not actually reduce damage at all, though.

discuss.
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  • Re : bulkhead armor semi-overhaul

    06. 07. 2011 04:52

ludaka
any tweeaking will make it OP or will have no reason.

If you make it slow the burning damage from SD, whit will be the point?Yea it may keep you
to full speed few seconds more (where your ship have taken heavy damage) but it already do it.

If you make it lower the unrepaiarable amount of HP, we will see phoenics ships that stack
repair crew, hit the 250 repair/second cap and are totally unkillable for the godly repair.

Only solution will be to make it boost the effect of other armor, but then UK will become
even more op

  • Re : bulkhead armor semi-overhaul

    06. 06. 2011 23:35

snow_ball
its vary hard to read your idea... i keep getting lost in needless words and losing
intrest.... I guess your over thinking it... and it makes it hard to understand what
your point is.


But I guess you thought it out well... but you didnt explain it too well so it is easily
understood...

I guess it wouldnt be bad upgrade the armour.... but it probably wont change
much... because it depends on the nations and what they can do.

Also, if im not mistaken, the armour's specs are from actual history, so SDE will
probably not change them.

  • Re : bulkhead armor semi-overhaul

    06. 06. 2011 10:02

Sona
shamelessly self bumping

  • Re : bulkhead armor semi-overhaul

    03. 01. 2009 20:41

Shawdster
i dont know what this would do to the game mechanics, but i will give my thoughts.
This would essentially allow people to pack on more SD, in addition to the 900 they
have. This may sound cheap, but think, this would give lower lvl ships essentially
greater SD.

This is just to new radical.... it has potential but i cant wrap my head around it.

  • Re : bulkhead armor semi-overhaul

    03. 01. 2009 20:29

Sona
yeah thats it. point two of bulkhead armor would effectively change that cap.

  • Re : bulkhead armor semi-overhaul

    03. 01. 2009 18:40

DragonStar
Just so you know the current burn rate is capped at 25 DP/s...

  • Re : bulkhead armor semi-overhaul

    03. 01. 2009 16:59

Sona
you read wrong.

explanation of point two:

damage done is not reduced.
damage repaired is not increased.

what really happens is that you keep DP during burning. so suppose normally when you got
hit by a full battleship salvo your blue potential DP would say you were at 50% dp while
your actual DP would say you were at 90%. so without any bulkhead normally you would burn
down to somewhere like 70% DP before the blue bar came up to your actual DP bar, where you
would stop flooding (burning) and begin repairing. with some bulkhead what would happen is
you would get hit by a salvo and the blue bar would go to 50% and your DP would be 90%, as
before. however the burning would be slower so they would meet more around an area like
80% and begin repairing from there.

i hope this kind of clears it up.

  • Re : bulkhead armor semi-overhaul

    03. 01. 2009 12:25

jose_ned
the idea sounds good but there must be some drawback to balance the improvements u suggest
or i imagine battles will be tremendously long as ships will take much longer to visit
"davy jones locker"...
if i read it wrong please let me know...

  • Re : bulkhead armor semi-overhaul

    03. 01. 2009 12:00

Dark_Shadow
well, bulkhead is not only about flooding, it is also, atleast in NF; about your
structural integrity.

a total collapse will certainly be harder to repair than a small small crushed midsection,
if you see my point.

  • Re : bulkhead armor semi-overhaul

    03. 01. 2009 09:20

Sona
you mean bulkhead already keeps max repairable damage high? never heard that before...
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