Battle gameplay - barsandcat/HMS-Sunflower GitHub Wiki

1 Highfleet + Genesis alpha one

? Salvage is the same as boarding - same tools.

No tutorial, controls directly labeled in game

Doge assist - enemy ships show shooting trajectory and ammo type
Easy control - you control direction of thrust, it centers automatically so ship is level
Gun magazine and reloading UI near cross hair

No armor? Armor vs other modules does not make sense in High Fleet - or you can not put engines behind armor or you can. If you can not - especially static one - then you will have holes all around the ship - not in some random place.

  • No armor - just modules with different level of armoring, for example static engines and guns more armored
  • Armor
    • No engines inside armor
    • All engines inside armor
    • Some engines inside armor
  • So basically having armor separately - is basically simplifying module positioning
  • Heaving armor vs track speed is nice

No structural pieces, instead communication pieces - catwalk, power lines and rails.

So we have shrapnel damage, kinetic penetrator damage, and shaped charge damage.

Each one should have at least 2 ways to counter.

Doge is an option for a lot of them.

Armor protects from shrapnel damage and 30 mm penetrators

Missiles can be shot down.

Missile guidance variants

  • No guidance
  • Passive Infra red - you need to point a missile to the target! Flares can counter it
  • Active - Radar/Laser - target will be notified about missile launch. You need to have the target painter as a separate module.

Barrel length

  • Long - precise
  • Short - light

Gun caliber

  • 40 mm (APFSD, HE)
  • 150 mm (APFSD, HE)

Missile caliber

  • 90 mm (HEAT, HE)
  • 200 mm (HEAT, HE)

Ammunition type:

  • Shaped charge (HEAT)
  • High explosive with shrapnel (HE, Air burst)
  • Kinetic penetrator (APFSD) - Extremely high recoil

Defence:

  • No armor
  • Anti shrapnel armor (defend against HE)
  • Anti 30 mm armor + Reactive armor (defends against small caliber, once against heavy caliber)
  • Flares

Problem. If armor is part of the module, what about reactive armor?

  • Separate
  • Yet another variant
  • Always included in heavy variant

Damage:

Damaged -> Unfixable -> Destroyed

No armor

Unfixable

No armor

Damaged

No armor

no damage

Light armor Heavy armor
Shrapnel Unfixable Unfixable Unfixable at impact - Damaged at distance No damage No damage
Small caliber Destroyed,

next cell as small caliber

Destroyed,

next cell as shrapnel

Unfixable,

next cell as shrapnel

Damaged No damage
Large caliber Destroyed,

next cell as large caliber

Destroyed,

next cell as large caliber

Destroyed,

next cell as small caliber

Unfixable, next cell as small caliber Damaged

**This table works only if modules are single cell sized! **

Since we have multicell modules, we need to account for travel in modules as well!

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