Boys and girls, ladies and gentlemen, it’s the best time to be alive, for it is time for us to discuss the must awaited addition to Colonial Marines!
- Ship vs Ship Combat!
Rejoice, scream, tell your mother and your father, for it is time we start working on it!
“But how??” I hear basically everyone asking, because it’s such a difficult thing to implement, and I say “The lazy way” of course! What do I mean by this? Simple!
This is not an idea for a single PR, this is an year spanning group of PRs to slowly add all the components of ship vs ship!
So, let’s have it’s breakdown, shall we?
A PR will add an admin useable Verb that adds a small plethora of useable weapons against the Almayer. This by itself already makes it capable to work around some of the most complicated parts of us running a fully manual ship vs ship event! This Verb will use a proc that has some weaponry that it hits the Almayer with, and causes explosions, shakes the ship, causes localized fired, so on and so forth!
- Damage Control.
When a weapon hits, it obviously causes some explosion, though… What does that cause effectively on the ship other than hurt the Marines a bit?
That is where a PR about Damage Control would be added. MTs now are more useful even in settings where it’s not a ship vs ship situation!
As we don’t have a functioning atmospherics (thank God, I don’t want plasma fires consuming groundside as if a nuke had hit because someone lighted a little cigar) we need some extra procs for it to happen.
These will need to do some effects, as setting up the ship’s integrity, divided between Hull Integrity and Systems integrity. When the Almayer is hit by any weapon, it’s Hull integrity is lowered, and when it hits some System, the system integrity is lowered. For that, we will have fluff machines, or not so fluff machines around the Almayer that when broken will reduce Systems integrity. Along with that, a proc to make infinite fires would be made in case the hit causes a fire, and the MTs would need to use a machine (that can be broken) in engineering, choose the area where the fire is, and then activate it. This machine extinguishes the fire in the area, and needs a cooldown before it does that again.
-Hull integrity CANNOT BE RECOVERED
-Systems integrity can be recovered by fixing the machinery.
-If the hull integrity hits 0, the Almayer is effectively gone, there being an event where it must be evacuated, or just plain out killing everyone inside.
-If the Systems integrity starts getting low, random smaller explosions that we already see on hijack can happen at random. If it hits 0, the ship is effectively disabled, requisitions can’t send anything, OB is broken, overwatch is broken, and away the list goes on.
- Damage Control.
I wouldn’t be surprised if this one was easier than the Damage Control one, because of how extensive that DC is. This would be a PR that would need some more officer to take care of, a first lieutenant could go very well here. Though, our beloved MoonShanks is already working on an altitude control console for Astronavigation with an role just for that. This same role could do the same here too.
In CIC, one of the two Astrogator decks can be chosen and switched at a later date, and that is where the functioning Astrogator consoles will be at. The Astrogator officer(s) will be there present to control the altitude and weaponry.
Not covering orbit altitude here, that’s with Moonshanks <3.
The weapons console consists of complex systems that have tracking panels, to determine which radar contacts are ships or debris/interference, and if we go that deep, which are friendly contacts and enemy contacts.
When an enemy contact is established, the officer can continuously do a small minigame to keep the track as precise as possible, and whenever he wants, he may engage with a weapon.
The Astronavigation console not only will control altitude, but also proximity, allowing one to burn towards a contact or away from it. The proximity will determine the precision of each weapon. Missiles are great at longer ranges, while at closer ranges it can be taken down with ease. And railguns become an option at X range, and become evermore precise the closer they are to the target.
And voila! There we have it! Dividing it into three PRs instead of doing ALL OF THAT at the same time make it a much easier workload!
And more things can be added, one idea was to make a tiny CIC in the ERT Z level where players can be put to play as the enemy ship instead of admins just using panels.
Drop your suggestions below, be nice, give ideas of how systems can be done code wise, and let’s make CM even cooler!