Suggestion: Critical hits on systems have an extra effect.

General discussion about the game.
Jason
Posts: 47
Joined: Fri Apr 20, 2012 1:02 pm

Suggestion: Critical hits on systems have an extra effect.

Postby Jason » Sat Apr 21, 2012 5:49 pm

How about adding critical hits in that if they hit a system not only do they do a bit more damage but do an extra effect like on weapons it knocks there charge off and all weapons have to start recharging again from new. For shields it stops recharging for a sec or two, same with engines and other systems, basically it interferes with them for a sec or two.
Rohk
Posts: 31
Joined: Fri Apr 20, 2012 7:39 pm

Re: Suggestion: Critical hits on systems have an extra effec

Postby Rohk » Sat Apr 21, 2012 6:27 pm

You could also have critical hits effect other systems. Like a critical hit on the engines causes a power surge that damages weapons.
Lucid
Posts: 6
Joined: Fri Apr 27, 2012 8:07 pm

Re: Suggestion: Critical hits on systems have an extra effec

Postby Lucid » Fri Apr 27, 2012 8:15 pm

I like the idea that hits on one system damage another. More randomness is generally good, since it makes the player scramble to adapt. That's when FTL is at its most fun.
Caldorion
Posts: 1
Joined: Wed May 02, 2012 9:48 pm

Re: Suggestion: Critical hits on systems have an extra effec

Postby Caldorion » Wed May 02, 2012 9:50 pm

I like the idea too. When the ship gets a critical hit there should be different effects based on what weapons hit the ship. When it was a rocket then the crew could flew around and get damage or knocked off and so on