Kinetic Void > General Discussions > Topic Details
Koibee Feb 11 @ 10:55am
Shared Hull Space Feedback
Apologies if this topic is old hat (I haven't looked at KV in a while), but I'm not entirely sure how to feel about this particular change. One of the things I liked about ship design was the potential for intelligent placement of subsystems throughout the vessel - such as tucking reactors into central sections covered by other modules thereby making them tougher to get at, and conversely encouraging intelligent targetting, manouevring, and information-gathering on the part of aggressors so that they might exploit design flaws (As a side-note, intelligence-gathering could even create a mission objective for players - nabbing blueprints of ships so they can do just that).
With this mechanic being removed by the "shared hull space" menu, it seems like damage to subsystems is now going to be partially randomised, or at least that's how it will probably feel (for comparison, see the subsystem damage tracking employed by old-school space-shooter Freespace 2. As much as I adore FS2, the player's craft had a habit of randomly taking subsystem damage, with no apparent method employed by the game to determine when and how this would occur other than the player taking relatively severe damage).
I can understand that keeping track of God-only-knows how many subsystems could get very taxing for the game engine, particularly with multiple large, complex ships involved, but I'd much rather see a workaround of some sort as opposed to a complete removal of this aspect of ship design.
Apologies again if this is a matter that has already been gone over and settled, even moreso if I'm utterly in the wrong in some way.
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Eve_Wake Feb 11 @ 11:04am 
Well it has been said that having that made colliders made issues in this new version ships can be alot bigger with more guns cause theres less math running in the background it also speeds up ship building casue imo i cant care on a dreadnought were all the modules are but i understand what u mean
Koibee Feb 11 @ 11:18am 
On a dreadnought it may (emphasis on "may") matter a little less, due to larger vessels potentially having a lot of subsystem redundancy, but on much smaller craft it becomes pretty vital to put things in sensible places, thereby encouraging more thoughtful and practical design. Aesthetics are all well and good, but I liked that extra bit of depth.
I can fully understand the strain it could put on the game, however.
Kaypix  [developer] Feb 11 @ 12:15pm 
Thanks all, and yes you're correct that it was a performance hit when having the individual hull pieces all with their individual subsystem groups. The problem is that we can't arbitrarily say "turn this on, turn this off" because without a doubt, someone would turn it on (individual subsystems) and then have them complain loudly about why their performance suddenly tanked. I assure you, there will be enough complexity to Kinetic Void upon completion that the individualized hull subsystems will be a vague memory and will still feel complete.
Wickerson Feb 11 @ 12:42pm 
Personally I like the shared hull space because it drastically speeds up ship building.

Hopefully later on players and AI opponents will be able to target subsystems on a ship, so we can disable their weapons, engines, etc.
Koibee Feb 11 @ 1:52pm 
Originally posted by Kaypix:
The problem is that we can't arbitrarily say "turn this on, turn this off" because without a doubt, someone would turn it on (individual subsystems) and then have them complain loudly about why their performance suddenly tanked.
Honestly, this shouldn't even be an issue. If appropriate notifications are given to the player about the potential performance hit then it's on them.

Originally posted by Wickerson:
Personally I like the shared hull space because it drastically speeds up ship building.

The ship design is pretty clearly an integral part of the game, and as such, it should take up a considerable amount of time. I don't think simplifying that process is a very good idea.
Last edited by Koibee; Feb 11 @ 1:52pm
I like the shared subsystem thing but the Subsystems should be located for instance closer to what their needed as a damage model as each engine might have a reactor closer to it. Also decreases time to build and lag sorta
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Date Posted: Feb 11 @ 10:55am
Posts: 6