Author Topic: What We Know About The Draft Script For The Game  (Read 9234 times)

0 Members and 1 Guest are viewing this topic.

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
Re: What We Know About The Draft Script For The Game
In the final mission, several of the freighters and other ships you need to escort apparently had different names. You can tell from the event and message names.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: What We Know About The Draft Script For The Game
There's no limit (if I recall correctly) to the number of turrets/hostiles who can be shooting at you at once
Wait, there IS a limit to this on lower difficulty levels? That would explain a lot :>

Yep, definitely.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: What We Know About The Draft Script For The Game
Yeah. The stupid thing is, they put this limit onto anything attacking anything else.

So if you play on Very Easy, only three of the Sath's main beams will ever fire at once, and the Aquitaine fail to kill the SCv Tiamat. In some cases, the turret limit makes missions HARDER because your friendly capital ships fail so hard at shooting anything. Not to mention it's a massive balance breaker. The whole limit thing is retarded anyway. (I mean, limiting turrets shooting the player makes some sense, but limiting ALL turrets? That's, excuse the profanity, ****ing stupid design!)
(´・ω・`)
=============================================================

 

Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
Re: What We Know About The Draft Script For The Game
So that`s why the Phonecia never used to get beamed by all 4!
Gettin' back to dodgin' lasers.

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Re: What We Know About The Draft Script For The Game
Funnily enough, I've see it get beamed by all four on Very Easy more than once. :P
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline eliex

  • 210
Re: What We Know About The Draft Script For The Game
I can attest to that too.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: What We Know About The Draft Script For The Game
Three fire then the fourth one charges up and fires before the first three expire. That is possible. They wouldn't all start at or near the same time though.

The limitation is more prominent on a ship where multiple types of weapons can all target the enemy. The AI doesn't know how to prioritize the most damaging weapons, so they end up firing flaks and blobs instead of beams most of the time, making it so that the Raynor can't really use all of its broadside firepower, and the Aquitaine can't kill the Tiamat even though it technically should have more than enough firepower to do it. That's the thing that ticked me off mostly (not much qualms about Shivans not engaging with maximum firepower :P)
« Last Edit: July 05, 2009, 10:24:42 pm by Droid803 »
(´・ω・`)
=============================================================

 

Offline Killer Whale

  • 29
  • Oh no, not again.
Re: What We Know About The Draft Script For The Game
Three fire then the fourth one charges up and fires before the first three expire. That is possible. They wouldn't all start at or near the same time though.
That looks cooler than all 4 firing at once I think.

 

Offline eliex

  • 210
Re: What We Know About The Draft Script For The Game
Yep, in the same way how instead of 3 ships capships arriving at once, between each one there is a small delay.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: What We Know About The Draft Script For The Game
Sadly FRED deals in seconds for delays so you can't make tons of subspace holes start one at a time and have them all finish appearing before the first ship sticks it's head through...it'd be better to have smaller intervals for chaining and delays...  So I end up making everything jump in at the same time for a lesser effect >.> I'm talking about having stuff like 20 ships jumping in though.
(Yes, I know you can "hack" it using distances and stuff but IMO that's stupid and over convoluted for something that should be so simple!)
(´・ω・`)
=============================================================

 

Offline eliex

  • 210
Re: What We Know About The Draft Script For The Game
Actually you could, using the technique used for unknown subspace rifts/holes in Transcend. Use an identical class ship and as it appears use ship-dissapear SEXP. Repeat this for all other ships until the first ship to truly appear materializes.
However, for such an effect it takes a considerable amount of time and it is only worth doing for an in-game cutscene.
« Last Edit: July 06, 2009, 12:32:42 am by eliex »

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Re: What We Know About The Draft Script For The Game
Three fire then the fourth one charges up and fires before the first three expire. That is possible. They wouldn't all start at or near the same time though.

But they do. I think it's a fire-beam sexp at work there.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: What We Know About The Draft Script For The Game
Another thing we knew about the draft, Shivan ships in FS2 originally had Hindu-themed wing names like Kali and Arjuna. You can tell by the event names of some of the early missions involving Shivans, such as "Mystery of the Trinity". Similarly, NTF ships originally had names like Corsair and Bandit, this is actually seen in the briefing of "The Sixth Wonder", where we can clearly see a bomber wing named Bandit.

 

Offline Androgeos Exeunt

  • Captain Oblivious
  • 212
  • Prevents attraction.
    • Wordpress.com Blog
Re: What We Know About The Draft Script For The Game
On lower difficulty levels, the rate at which the AI fires is restricted as well. On Insane, there is no limit, so they will be unloading everything that the game allows on you.
My blog

Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: What We Know About The Draft Script For The Game
http://www.hard-light.net/wiki/index.php/Fs_trivia

There's heaps of information there already...

  

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: What We Know About The Draft Script For The Game
very easy, easy, medium, hard, insane
"$Max Turret Target Ownage:                   3,    4,    7,    12,   19
$Max Turret Player Ownage:                   3,    4,    7,    12,   19"
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them