Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: fs2freak88 on April 11, 2003, 07:23:12 pm
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Hey guys,
Here is a new feature I would like to suggest.
When you target an Hecate, for instance, and press "k" for the turrets, it just says "Beam turret" or "Flak turret" etc. Why not change that to the actual beam. For instance, instead of "Beam turret" it would say "BGreen" or "AAAf" or whatever that turret is.
Just a suggestion.
Mark
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You mean, state the name of the weapon in use. So, that'd extend to "plasma" type lasers and ****.
It would be kinda handy, though I don't know that you'd normally have a sensor telling you what kind of weapon was at the bottom of a three-meter armored turret, and part of the fun is eyeballing it. Also, you'd probably have to make the Shivan vessels use something more inventive than the Avengers, or at least rename them...
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BGreen and BFGreen would also need to be renamed, I really don't think this is necessarily a good idea given the amount of renaming required to get a good effect. Beam turret really is all you need to know ;)
Edit: besides, after a while, you don't need your sensors to tell you which turrets have what.
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I'd like to see a bit more information on turrets. For example, beam turret. Is it AAA? Is it anti-cap? I guess I'll have to fly up to and - oh, I got zapped.
It's just be handy to know whether stuff is anti-fighter or anti-cap. Like when you're taking out the Demon's beams in Bearbating - I can never remember which beams are anti-cap, so I sit there taking out the fighter beams by mistake and suddenly that little Sobek is dead and Command *****slaps me down.
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Knowing whether a beam turret is AAA or anti-cap should be enough. What would be useful too is a way for targeting classes of turrets: if, instead of first cycling through all the insignificant laser turrets, you could target only the beams or flak it would help in the heat of a battle.
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IIRC in FS1 the normal lasers were targeted as "Laser Turrets" and the huge ones were labeled "Main Turrets." I suggest linking this to the Huge flag on the weapon that's on the turret; that is, if it's an AAA beam it reads "Beam Turret," if it's a BGreen it reads "Main Beam Turret." Same with "Main Laser Turret" and "Main Missile Launcher."
Problem solved. :D
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:yes:
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Seconded
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I say beam turret for medium and less beams, main one for heavy (the distinction should be defined *somewhere* for ALL weapons, like on damge or something). And AA Beam turret for all AA ones... I say....
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Originally posted by GalacticEmperor
IIRC in FS1 the normal lasers were targeted as "Laser Turrets" and the huge ones were labeled "Main Turrets."
It said that because it has $name=main turret
or $name=laser turret
in the subobject properties in the POF. Just look at the subobjects of any FS1 ship.
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and that dont work in FS2?
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Not for beams, anyway.
But in a fight, can't you already tell what the beam's gonna be by what it's shooting at and how accurately? I mean, even barring a real fight, if it's just you and the capship, by about the midpoint of the main campaign you can ususally tell what kinda beam something is by the warmup.
Lasers are a slightly different issue because in any given fight there are so ****in' many laser charges flying around and they don't draw a direct line straight to the fire point like beams do...
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This is what I was saying about the Demon in Bearbaiting - you have to fly so low over its hull you get disoriented, and the Demon is so rarely encountered I've yet to learn its weapons set-up off by heart. Knowing where the main beams where would be a huge advantage :nod:
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But an un-fun one in that case. What is the game without any surprises, eh? Admitted, sometimes you wish the surprises wouldn't go "whooop" so much, but coping with that (or restarting once you watch the million pieces of you spin around for a bit) is part of the game. Which is why you can't play the main campaign 5,000 times with the same level of enjoyment of the first.
Personally, I think it has its uses in disabling missions and such, so that, say, you don't waste your time on some light cannon when you're supposed to be taking out the huge main gun before it gets in range to pulverize your mothership, but that just knowing everything like that could be somewhat of a disadvantage on unfamiliar models.
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So you make it an option for the missions designer and/or player. Solve your problem?
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Yes. Mission designer. The player is stupid, otherwise they'd make their own damn mission, or failing that go read a book or something.;)
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What would be nice would be that all turrets remain unidentified for an unknown ship until they actually fire :)
Unfortunately I think that would be far too much work for such a little visual effect.
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Could be right there, k. It would not make that much difference. and anyway, about knowing where weapon are on a ship, what if the mission designer changed it?
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just put in the weapons table an extra entry, like "screenname", and make that overrideable in FRED, problem solved.
dunno how hard this is to implement.:nervous:
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It'll be more bother than it's worth. Trust me, I'm not a doctor.
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Bah! My suggestion is best. Pay no attention to these fantasies.