Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Knight Templar on October 26, 2002, 03:06:27 pm

Title: HUD Idea
Post by: Knight Templar on October 26, 2002, 03:06:27 pm
alright, i'm no programmer, and forgive me if this has already been thought of or done but I had a cool idea this morning which i thought i might share.

The Targeting Reticle for primary weapons.. well maybe somebody could make it to where it lights up when you have "lock" or clear shot. I think that would be great, would make for some extra dialouge;

Alpha 2: "Alright boys, the convoys's 4600 meters out. Switch to Maxims and open fire on my mark"

thousand meters later

Alpha 4: "Maxims ready, i'm locked on!"

Alpha 3: "Confirmed, hot and ready to go"

Alpha 2: "let er' rip, Open Fire!"

______

Something to that effect.  That and it would let you know if you are going to hit the target or not, like in the Nebulas or Something far away that is small.

Is this feasible or no?
Title: HUD Idea
Post by: Unknown Target on October 26, 2002, 03:21:24 pm
Could someone also implement a way to target multiple bandits with the same weapon?
Title: HUD Idea
Post by: Fury on October 26, 2002, 04:14:09 pm
Eh, how that could possibly work? :blah:
Title: HUD Idea
Post by: Joey_21 on October 26, 2002, 04:19:58 pm
Quote
Originally posted by Unknown Target
Could someone also implement a way to target multiple bandits with the same weapon?


I like that... I could just see it now... Firing double Tornadoes at a whole wing of fighters/bombers.
Title: HUD Idea
Post by: mikhael on October 26, 2002, 04:21:10 pm
Quote
Originally posted by Mr. Fury
Eh, how that could possibly work? :blah:


Just take a queue from a completely different genre. Multiple lockon targetting for secondaries could be implemented in the same way as it is for Panzer Dragoon, Panzer Dragon Zwei and Panzer Dragoon Saga
Title: HUD Idea
Post by: aldo_14 on October 26, 2002, 04:27:12 pm
Quote
Originally posted by Mr. Fury
Eh, how that could possibly work? :blah:


just like having turrets, 'cept the firing is controlled by the player.  Using a wing hotkey could be neat .

I'd like to see a sort of 'clock' timer for refiring delays.  I.e. rather than the countdown in digits on the side of the weapons slot, a sort of round 'clock' appears round the crosshairs and starts rotating... it's sort of hard to imagine, but I think it could be cool :)
Title: HUD Idea
Post by: Knight Templar on October 26, 2002, 04:53:10 pm
Lets not forget the original request now. ;) :p
Title: HUD Idea
Post by: ##UnknownPlayer## on October 26, 2002, 10:28:21 pm
Let me just think a little algorithmically here...

You hold down a button, then you can use the targetting controls to add ships to your list of targets. The lock on animation plays for all the ones in your field of view, and then when you fire a swarm weapon the game would pair off the missiles to try and send at least one at every target.
Title: HUD Idea
Post by: Solatar on October 26, 2002, 11:05:12 pm
OOOH!!!OOOOH!!!! I LIKE the idea with the light up reticle. It lights up, or beeps, when your reticel is over the lead indicator.
Title: HUD Idea
Post by: Knight Templar on October 26, 2002, 11:11:04 pm
Quote
You hold down a button, then you can use the targetting controls to add ships to your list of targets. The lock on animation plays for all the ones in your field of view, and then when you fire a swarm weapon the game would pair off the missiles to try and send at least one at every target.



That would be great, but it would take a lot of Hornets to do significant damage to the better half of anything, and fireing 8 hornets per shot isn't a lot when you have a bank 60.


EDIT: not that it wouldn't be a good idea for specificaly modded weapons.
Title: HUD Idea
Post by: Solatar on October 26, 2002, 11:16:16 pm
This would take up loads of missiles. But, say you have hornets on double fire. Then you target three ships. Press the little red button, and eight missiles go flying to each ship.
Title: HUD Idea
Post by: vadar_1 on October 26, 2002, 11:54:39 pm
The multiple target thing is just spreading your fire too thin. As for the light up redicrap, you fire when your crosshairs are over the lead indicator, is that too hard? Besides, that only guarentees a hit if the craft keeps its same speed and relative direction.
Title: HUD Idea
Post by: Knight Templar on October 27, 2002, 12:12:21 am
Quote
The multiple target thing is just spreading your fire too thin. As for the light up redicrap, you fire when your crosshairs are over the lead indicator, is that too hard? Besides, that only guarentees a hit if the craft keeps its same speed and relative direction.


I agree with the fire thing unless a Swarm weapon was created especially for this.

As for the reticle, its true of what you say, but i thought it would be neat and such. As for the speed, that would also be true, but if i remember correctly , in XWA they had light up reticles and as long as you kept the reticle green, you would generally hit the target. The tricky part was keeping it green.

The reason, as i stated beofre that i thought of this would be story line helping, nebula fights, and stuff like the maxim, when you are 3800 meters away from a rakhshasa and you can't tell if your shots are flying through the little gap or not (or any small ship for that matter) It's just as much an "extravagence" as multiple targeting. But after all, isn't the SCP here for adding stuff that you would like in the game or would generally improve the gameplay?
Title: HUD Idea
Post by: mikhael on October 27, 2002, 01:02:27 am
Quote
Originally posted by vadar_1
The multiple target thing is just spreading your fire too thin. As for the light up redicrap, you fire when your crosshairs are over the lead indicator, is that too hard? Besides, that only guarentees a hit if the craft keeps its same speed and relative direction.


Except that, like 99% of the requests in this forum, it is groovy for its pure cool factor. There's no good reason not to do it, if someone has time and feels like contributing the code. You could always compile without that option, if you want, you know.
Title: HUD Idea
Post by: Bobboau on October 27, 2002, 01:14:18 am
the swarm thing would be usefull becase it would get all the atacking ships to go after you rather than the convoy they were shooting at a moment before
Title: HUD Idea
Post by: Stunaep on October 27, 2002, 01:47:19 am
Quote
Originally posted by Hades
OOOH!!!OOOOH!!!! I LIKE the idea with the light up reticle. It lights up, or beeps, when your reticel is over the lead indicator.


Like in TIE fighter. Cool.

And I'd looooove that multi-secondary-target thing.
Title: HUD Idea
Post by: RandomTiger on October 27, 2002, 06:06:25 am
Perhaps this option could allow ships to launch in excess of the current maximum number of missles, that would enncourage people to use it but not effect normal fire by making it too powerful or anything.
Title: HUD Idea
Post by: Unknown Target on October 27, 2002, 06:34:24 am
Well, I ask this for the RT mod, because I've got a missle that is JUST CRYING OUT for this ability.

It has a rack of over 100, and can fire up to 40 double-fired missles.
Right now they're heat-seeking.
Title: HUD Idea
Post by: Solatar on October 27, 2002, 10:04:47 am
40 missiles at a time? If you gave everybody on hte battlefield these, everybodyies computers would break down. But I guess they are pretty impossible to dodge;7 Meaning no SF Dragon could get away.
Title: HUD Idea
Post by: ##UnknownPlayer## on October 28, 2002, 11:28:58 pm
Quote
Originally posted by RandomTiger
Perhaps this option could allow ships to launch in excess of the current maximum number of missles, that would enncourage people to use it but not effect normal fire by making it too powerful or anything.


We'd have to balance it out though by adding some cost to doing this.
Title: HUD Idea
Post by: RandomTiger on October 29, 2002, 04:36:32 am
Quote
Originally posted by ##UnknownPlayer##


We'd have to balance it out though by adding some cost to doing this.


Massive reload time?
Title: HUD Idea
Post by: EdrickV on October 29, 2002, 01:58:47 pm
The multi-targeting idea comes from Robotech: Battlecry I'm sure. :) In Battlecry, you have unlimited missiles but have to wait for the launcher to reload, and it has a rather long reload time. FS2 does missiles a bit different, so the load time and max payload would be limiting factors. The trick is figuring out how to modify the targeting code to let you target multiple ships without breaking anything. (I don't think even turrets do that right now.) And you'd probably need a weapon table flag for multi-target weapons. (Backwards compatability.)
Title: HUD Idea
Post by: ##UnknownPlayer## on October 29, 2002, 11:11:37 pm
How about this then...(keeping consistency with the FS2 universe)...

You can multi-fire with any weapon, but the way it works is by firing missiles as a single stream - even if they are swarm weapons. So it would launch tornado's until it ran out of ammo or fired enough to account for all ships targetted, but as a single stream (i.e. the ship reloads the missiles as fast as they're being fired).

You could do this with other weapons as well, but it wouldn't be quite as effective.