Modding, Mission Design, and Coding > The Modding Workshop

Tractor Beam

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Mobius:
Hold on, you're telling me there were two Colony Wars TCs being worked on? Ages ago I found a guy somewhere on the internet who was good enough at modeling and eventually came out with a WIP Navy Frigate from CW2. Said guy eventually became a FreeSpace fan. I was supposed to take care of the FREDding part of this CW TC but, unfortunately, the project didn't go past that early stage of development. A Colony Wars TC has truly been one of my most desired projects.

Back on topic, tractor beams and similar weapons have been considered a serious possibility several times, but I don't recall any successful attempts at creating them in FSO. If anything, just like in CW, they could serve many purposes and add more degrees of variability to the game. The player could perform several additional tasks thanks to a tractor beam.

0rph3u5:
Have you tried combining +new style $Electronics parameter with a high $Mass parameter? - could give you a fake if mounted on an invisible beam... that is if beams can trigger $Electronics

(Electronics to disable engines, high mass so the targeted ship doesn't stop dead)

Assassin714:

--- Quote from: starlord on January 31, 2021, 01:02:49 pm ---If we are going that road, a jamming beam would be great too: same thing as the tractor beam, except instead of preventing a ship’s movements, it jams a ship’s primaries and secondaries (prevents firing).

Both weapons work by line of sight (get the craft in your sights and sustain the beam). The beam itself is invisible and does not « impact » enemy craft.

As a matter of fact, is it even possible to create a weapon in FS that does not impact enemy craft?

Novachen: a colony wars TC truly is the bee’s knees. What happened? Was it compromised by a cease and desist? Any chance we could at least save a ship pack?

--- End quote ---

There was also a "decoy beam" that would prevent enemy missiles from locking onto your ship, and any missiles that were already locked on would lose their target. IIRC, it was a bit OP.

starlord:
Yeah, although this one’s comparatively easy compared to other Star Wars beams, and doesn’t qualify as a weapon, more as a player activated stealth suite.

Out of all the beams this one was the least given it’s ability to shine (as were the beams in general, despite their minimal support in x wing alliance). Tie fighter featured the tractor beam extensively, the jamming beam very minimally, and the decoy not at all (a shame)

Assassin714:

--- Quote from: starlord on February 01, 2021, 08:05:45 pm ---Yeah, although this one’s comparatively easy compared to other Star Wars beams, and doesn’t qualify as a weapon, more as a player activated stealth suite.

Out of all the beams this one was the least given it’s ability to shine (as were the beams in general, despite their minimal support in x wing alliance). Tie fighter featured the tractor beam extensively, the jamming beam very minimally, and the decoy not at all (a shame)

--- End quote ---

Like I said it was OP though. When I used it in XvT I would never get hit by missiles, unless they were fired at point-blank range.

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