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!