Author Topic: SVN Commit of the Day/capship command discussion  (Read 64914 times)

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Offline Shivan Hunter

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Re: SVN Commit of the Day/capship command discussion
UEF bombers cannot be tamed.

<battuta|2> (i think the solution to op durgas in this scenario might be to make them lapiths)

how'd it go?

Also I'm loving all this talk of intelligent capships. Dynamic waypoints truly are the best waypoints~

 

Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
Any UEF bomber carrying antimatter weapons is just an absolute terror, but I think I've wrestled the mission into a decent place. It's a lot of fun to play to the Hecate's strengths and show off how it can perform well in a very different role from the Orion and TEI ships.

 

Offline Colonol Dekker

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Re: SVN Commit of the Day/capship command discussion
Can has Petrarch adaptive battle computer and cappuccino subsystem?
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

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Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
January 31 2014

Fixed an incompatibility between the equippable armor pack and quality-of-life shockwave resistance SEXPs for the player.

 

Offline Alan Bolte

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Re: SVN Commit of the Day/capship command discussion
January 28 2014

UEF bombers cannot be tamed. Implemented Aegis-style battlegroup defense system for the Hood + escorts. Pushing mission towards alpha complete.
Hmm... Deimos/Diomedes with intelligently-targeted Trebs instead of Piranhas?
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Offline Scotty

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Re: SVN Commit of the Day/capship command discussion
Maybe trebuchet anti-torpedo salvoes?  That'd be pretty fantastic.  Effectively neuters the Narayana's greatest strength for the "mere" cost of a warships missile launchers.

 

Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
Trebs can't fire rapidly enough to effectively degrade Apocalypse salvos, unfortunately. Direct fire point defenses work better there because they can more efficiently retarget.

 
Re: SVN Commit of the Day/capship command discussion
Well, you can always increase the refire rate of an individual turret if needs be. Say warship launchers can reload trebs faster or something.

 

Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
Refire rate is determined by weapon and ship AI class, not individual turrets. We prefer not to just drop in rapid fire Trebuchets willy-nilly since you then need to deal with the tactical ramifications of this weapon system. Guided warhead intercept would get its own purpose-made weapon (though it would have to outcompete the PDTerPulse which is a tall order.)

 

Offline Jellyfish

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Re: SVN Commit of the Day/capship command discussion
Wasn't Spoon working on multilock swarm missiles? That could work.
"A weapon is only as powerful as its wielder. With this weapon, you'll be but an annoyance, which would greatly dishonor it. With this weapon, I can change history. With me, this weapon can shape the universe."

 
Re: SVN Commit of the Day/capship command discussion
*Remembers his own issues with faster firing trebs*
OK yeah that's not a great idea :P . Trebs are problematic enough as it is, there's no need for a berserker-mode warship-mounted upgrade. I'm honestly impressed that you've managed to include a few trebuchet strikes without them being insanely frustrating.
Refire rate is determined by weapon and ship AI class, not individual turrets.
Unless you alter the refire rate of the turret through tables or SEXPs. I know I prefer altering a turret's refire directly rather than changing the ship's entire AI class, that you can tune the ship's effectiveness more finely - make anti-fighter weapons fire slightly faster while keeping the huge weapons' rate of fire normal or vice-versa.

 

Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
Wasn't Spoon working on multilock swarm missiles? That could work.

It's possible this wouldn't apply to the AI, which doesn't use aspect lock. But the solution might be robust and include AI behavior.

Unless you alter the refire rate of the turret through tables or SEXPs.

Turrets don't have a refire rate to alter. Refire rate is determined by the weapon and the ship's AI class (not the turret's AI class, which has no effect). If you wanted to alter a turret's refire rate you would need to alter the weapon mounted on it.

 

Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
WAIT A SEC THOUGH now we have turret-set-rate-of-fire, that's pretty cool.

 

Offline Scotty

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Re: SVN Commit of the Day/capship command discussion
/me's imagination once again fills with sheets of Trebs engaging incoming Apocalpyse salvos.

 

Offline crizza

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Re: SVN Commit of the Day/capship command discussion
What about fusion mortar like dumbfire missiles?
Shouldn't a warship fire controll system be able to track incoming torpedos and fire missile accordingly?

 

Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
Again:

Guided warhead intercept would get its own purpose-made weapon (though it would have to outcompete the PDTerPulse which is a tall order.)

Missiles tend to be slower than primaries which means they spend more time and overkill on individual targets at long range.

 

Offline Husker

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Re: SVN Commit of the Day/capship command discussion
They are, however, effective at anti-fighter harassment and defense. I would imagine a Phalanx-style CIWS for anti-missile defense.

 

Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
The Tevs have the PDTerPulse for that role.

 

Offline General Battuta

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Re: SVN Commit of the Day/capship command discussion
February 2 2014

Major progress on m25. Three opening conversations (randomized in techroom, cyclical in campaign). Added a drone with a radio station zipping around the debris field so players can customize their soundtrack experience! Added training for attacking warships that are deploying countermeasures. Added options for players who'd prefer to pursue character development vs. get into the action.

 

Offline Jellyfish

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Re: SVN Commit of the Day/capship command discussion
Are those options exclusive from each other, of the familiar "fire to skip"?
"A weapon is only as powerful as its wielder. With this weapon, you'll be but an annoyance, which would greatly dishonor it. With this weapon, I can change history. With me, this weapon can shape the universe."