CERES is a cyber-tactical space combat game, where you lead a squadron of ships in an exploration and battle-filled single-player campaign. Inspired by Homeworld, Elite and Paradroid, it features thorough ship customization, advanced cyber-warfare and elaborate space combat. Command your ships in a rich 3D environment, manage your crew and artificial intelligences, mine, explore and trade your way through multiple missions -while keeping clear of alien monsters, rogue machines and dangerous transhuman mutants.

Post news Report RSS Design blog III: critical damage

Critical damage is temporary and concerns all ships, independently of what modules you have installed. It will hinder or cripple your ship for a short while -from 15 to 60 seconds- before it is automatically repaired. It is all about you adapting and making quick decisions. No two battles are the same with such damage.

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If you have read reports and accounts of naval battles, the thing that will strike you is how easily a ship breaks down when taking damage. It may be an unlucky hit in the boiler room, in the bridge, or a hit in the magazines and the fate of the battle is turned.
It is not so much as how luck (or lack thereof) will get you stupidly killed, but how as a commander you manage your squadron when one of your ships suffers a temporary handicap. How quickly can you adapt your tactics when your ship's engine is out, or its gyroscopes make it tumble out of control ? How will you cover your ship that is currently rebooting its on-board artificial intelligence ?

Critical damage is shown in red under your ship, with its repair time shown in seconds. It is shamelessly inspired by the game Wargame: Airland Battle by Eugen Systems.


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Ouch ! My ship has severe critical damage: it cannot move, its energy will not be replenishing and it tumbles randomly.
Critical damage is temporary and concerns all ships, independently of what modules you have installed. It will hinder or cripple your ship for a short while -from 15 to 60 seconds- before it is automatically repaired. It is all about you adapting and making quick decisions. No two battles are the same with such damage.

list of damages /effect:

- main propulsion/ ship stops moving (can still turn)
- main generators/ no more energy generated
- inertia dampener/ speed divided by 4
- capacitor banks/ stored energy 'leaks'
- sensor array/ scanning range divided by 4
- gyroscopes/ ship tumbles slowly out of control
- thrusters/ ship rotation speed divided by 4
- AI reboot/ cyber attacks&defense/4, no AI bonuses
- ammo stores/ missiles in store slowly get destroyed
- coolant leak/ weapons cool-down time x4
- optics/ range of beam weapons divided by 2
- fire-control/ no firing of missiles or torpedoes
- repair nanobots/ no repairing
- bridge/ no captain bonuses, no new targets
- turret power/ turrets cannot rotate
- drone telemetry/ drones go inert, no new drone launch

The chances of critical damage currently look like this:
- a basic low (1-2%) default chance on every hit
- a 1-4% increase depending on the amount of damage the attack deals (may be increased to 1-9%)
- a 1-5% increase depending on the state of the facing armor (may be increased to 1-10%)

Of course, testing will reveal if such odds are fun or not, and we will react accordingly.

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