Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: phreak on July 01, 2003, 10:27:36 pm
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i know this has been brought up before, but i finally got some ideas for the new proposed third "weapons" pod.
-cloak: hides a ship, both visually and electronically, for a limited time (i figured out how to do this. just need a texture map)
-ammo pod: carries extra ammo for primaries or secondaries
-boost pod: provides giant speed burst for a limited time (WCP Wasp)
-jammer: makes your ship untargetable on radar. unless there is an awacs. effectiveness increased at range
-super jammer: scrambles all hostile's radars within a certain range. awacs effectiveness limited
-energy pod: stores extra energy to quickly replenish afterburner, shield, and laser energy. unused energy will replenish the pod
-thruster pod: adds a 'turbocharger' to your ship. top speed will increase. afterburner will replenish faster.
-reactor pod: energy output is increased
please read this for more detailed descriptions
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Weapons%20changes
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or "real" beam cannons with proper warmup/warmdown cycles? :P
We might get an energy gauge along where the top arc of the hud would be to show how much juice is in the batteries, as well?
And for mod support, think you can adapt the #Beam Weapons part of the weapons.tbl to define all this stuff in?
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it would be nice to have external hardpoints for heavy torpedoes and rocket pods, beam cannons and stuff like that.
i had an idea awhile back for integrated weapons systems on ships. a ship would have guns built in, such as gatling guns, blindfire weapons, or beam cannons. it would be something cool for me to play with.
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The whole way how loading fighters/bombers should be changed.
These crafts have modular weapon systems 'cause you can change your weapons from mission to mission, and it seems it has been standard since the Great War.
The idea is to keep the modular integrated weaponslots, but upgrade the whole idea a little bit.
What do I mean?
Each fighter should have a certain number of internal and external slots.
Each weapon would have a certain number of slots it requires.
There should be 3 kind of slots: slots for electric weapons (standard FS2 weapons, Maxim and MS included), slots for missiles, and slots for other equipment.
Some slots can be combined, so you can have a slot capable of carrying both missiles and guns, but it's too small to accomodate anything with a huge puch.
Weapon statistics should be extended.
Instead the now standard 1 to 6 factors, pilots should now more precise data about the damage their weapons cause, as well as their true energy demand.
The pods mentioned above are great. These should have a size as well, so you need a certain number of pods to use.
Most modern pods would fit into gun-pods as well, so they can be internal.
However, pods on the exterior are a lot less defended, so you can easly have them shot off. Same goes for weapons.
Some weapons or pods could have more armor to counter that, since an external slot dubbler is always outside.
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Originally posted by Nuke
it would be nice to have external hardpoints for heavy torpedoes and rocket pods, beam cannons and stuff like that.
Just rig it so that fighters can carry turrets, and put the turret to having beams, missiles, or flak, that works without SC mods...
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I think we want to control the firing of all this stuff.:)
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I certainly like the sound of this, especially having heavy torpedoes and what not.
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Originally posted by Petrarch of the VBB
I certainly like the sound of this, especially having heavy torpedoes and what not.
not to mention all of phreaks ideas ;7
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Well indeed.
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This seems like a good a thread as any in which to restate my desire for an 'anti-huge' flag. Basically this is the opposite of the 'huge' flag, and is used for 'air-to-air' weapons. I want dedicated dogfighting missiles for FS:AAB, and I really would like it if the AI wouldn't fire said weapons at big ships. It would also help if the player couldn't lock up big targets with A2A weapons, and fighters with A2G weapons, etc.
Coders please PLEASE PLEASE look in to this.
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i dont like quick hack solutions, making a turret denies the pilot of his control capacity.
on anoter note you can have mine launchers and laser designatrs as external equipment.
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Cool idea. I have a feeling this will be horribly complicated to implement, though....
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I've wanted to do this for some time but I can't make heads or tails of the ui code
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The whole turret idea remind me of Archimedean Dynasty.
You could order turrests to shoot down incoming torpedos, attack hostiles or attack your target, or fire in sync with your main gun.
Anti-missile system anyone? ;7
The whole concept is becoming more and more Mechwarriorish:D ...not that I would mind.
Adding a certain number of slots to a fighter - for missiles, lasers, and ballistic guns, plus omni slots that would fit anything players would have a huge variety of combinations at their hands.
To make it FS consistent, the onboard targeting computer wouldn't handle infinite number of weapon systems, so weapons have to be chained together into groups and each group could contain only similar weapons.
Ingame instead of the weapon names you'd be given GROUP 1, GROUP 2 - and another console to tell what each group holds.
We could have more than two groups but then more control would have to be given to the pilot - a very Mechwarriorish weaponcontrol.
Adding external and internal slots and a slot requirement for weapons could fit nicely with all the systems or tertiary weapons.
Each weapon could have a damage treshold of its own, so outside systems - like turrets - could be blown.
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Originally posted by diamondgeezer
This seems like a good a thread as any in which to restate my desire for an 'anti-huge' flag. Basically this is the opposite of the 'huge' flag, and is used for 'air-to-air' weapons. I want dedicated dogfighting missiles for FS:AAB, and I really would like it if the AI wouldn't fire said weapons at big ships. It would also help if the player couldn't lock up big targets with A2A weapons, and fighters with A2G weapons, etc.
Coders please PLEASE PLEASE look in to this.
I wish bombers would stop using bombs on fighters. It's kinda strange to see a bomb explode nowhere near a capship.
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I've never seen them do that.
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Woolie, for ****s sake, you quite clearly don't know the first thing about FreeSpace so could you please just be quiet for five minutes. The AI will not fire bombs at fighters because of the 'huge' flag - huge weapons will only be fired at big ships. The 'bombs' you see fired at fighters are cluster missiles.
Sorry if I sound a bit harsh but you're really getting on my tits
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Originally posted by diamondgeezer
This seems like a good a thread as any in which to restate my desire for an 'anti-huge' flag. Basically this is the opposite of the 'huge' flag, and is used for 'air-to-air' weapons. I want dedicated dogfighting missiles for FS:AAB, and I really would like it if the AI wouldn't fire said weapons at big ships. It would also help if the player couldn't lock up big targets with A2A weapons, and fighters with A2G weapons, etc.
Coders please PLEASE PLEASE look in to this.
Yes yes yes! Time and again capships waste AAA and flak volleys on other capships. What a good idea. :yes:
Sid.
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Arrgh, here we go again. Sid my pedigree chum, cap ships only fire their flak, AAA and what have you at other caps if they have no fighters or bombers in their range or field of fire.
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Makes sense too. If you've got nothing else to fire at why not target the enemy cap. The slight damage it does may make the difference between jumping out with 1% hull or getting destroyed.
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well i gots cloaking working (somewhat). it doesn't decloak for now
(http://www.swooh.com/peon/phreak/cloak1.jpg)
(http://www.swooh.com/peon/phreak/cloak2.jpg)
(http://www.swooh.com/peon/phreak/cloak3.jpg)
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Oh my god...that is too cool. In the FreeSpace engine no less!
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holy ****! now thats cool!
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Whoa!
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i uploaded an exe that demonstrates this. so far only the player ship cloaks
to cloak:
enter in the debug cheats (www.freespace2.com)
hit tilde (~) + X
cloaking will hide your ship as seen and it will also stealth your ship.
remember to put cloakmap.pcx in data/maps
IMPORTANT:[/u][/i] THIS EFFECT ONLY WORKS IN OPENGL. IT WORKS BEST WITH A RADEON OR GEFORCE CARD.
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That is friggin' awesome.
:yes:
but you knew that :D
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Originally posted by PhReAk
THIS EFFECT ONLY WORKS IN OPENGL.
Is opengl better for freespace in general? I've always wondered this.
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Originally posted by Hudzy
Is opengl better for freespace in general? I've always wondered this.
Maybe...
Hopefully we can duplicate the effect with both.
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Originally posted by Hudzy
Is opengl better for freespace in general? I've always wondered this.
well i do the opengl stuff, so i knew what i needed to do.
as for the speed. it depends on the machine. its faster than dx5, but i never tested it against dx8
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Sweet!!
Can you get it put into FS_OPEN as a full feature? That would be an awesome thing to have on recon ships or stealth bombers - with drawbacks, of course. Like it would de-activate when you fired a weapon, or it gets jammed by AWACS or something.
Most impressive! :cool::yes:
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holy... jesus...
That's fricken awesome...
how do you use Fs2 open with open gl?
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Originally posted by Turnsky
how do you use Fs2 open with open gl?
go to the videocard string in the registry and replace it with this (granted you run the same settings as i do)
OpenGL - Primary Display Driver (32 bit) (1024x768)
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This also works in Direct3d5.
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dang... no Dx8:p
and what's this i hear about a SCP launcher?
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Cloak=unbelieveably frikkin awesome.
As for tertiary weapons... could we somehow tie this into the contermeasure firing control? So you'd have different classes of countermeasures, ranging from the current ECM to mines, or cloaks, or afterburner super-boosts.
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Originally posted by Solatar
This also works in Direct3d5.
it doesn't animate though
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does that use texture stageing (multi-texture)?
does it interfere with glow maps at all?
what exactly did you do to do that?
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Having just seen those screenshots, I feel that I must say, "BY LUCIFER'S BEARD!"
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now, cloak a sath:p
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Originally posted by Petrarch of the VBB
Having just seen those screenshots, I feel that I must say, "BY LUCIFER'S BEARD!"
same here, how did I miss that? how could I? oh well, it's great :)
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Amazingly cool! Shame SCP builds always run really slowly on my PC no matter what renderer I use. :(
Sid.
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Originally posted by diamondgeezer
Arrgh, here we go again. Sid my pedigree chum, cap ships only fire their flak, AAA and what have you at other caps if they have no fighters or bombers in their range or field of fire.
Uhhh... yeah?
That's not the point. When (real-life) warships engage each other they don't turn every weapon they can possibly bring to bear on each other. You don't see people on deck with rifles or anti-aircraft gunners trying to shoot the hull of an opposing vessel. THAT's why I want such a flag - to stop it altogether for weapons of an inappropriate 'calibre'.
You also don't take into account the refire rates of some anti-fighter weapons. Even though they may re-designate their targets when fighters come into range, if an AAAf has just fired it leaves a good 15 seconds before it can fire again. Another reason why this tag would be good. ^_^
Sid.
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holy cow! that gives stealth a new meaning LMAO
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Originally posted by Bobboau
does that use texture stageing (multi-texture)?
does it interfere with glow maps at all?
what exactly did you do to do that?
A1: yes
A2: no
A3: when the cloak effect starts, i generate a random 2d vector. this is the direction the "animation" will play. each frame the texture matrix is translated in that direction. when the ship is cloaking in or out, the cloakmap is placed in stage 2 multitexture (0=main skin, 1=glowmap). however, some cards don't support 3 multitexture units so i had it emulate the effect if the card didn't support what i wanted it to do. if the ship is fully cloaked, then i use the MR_FORCE_TEXTURE flag in model_render() where i set the forced texture to the cloakmap.
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i've uploaded a new version. you can uncloak now by hitting tilde + x again.
i also enabled a two more debug keys
cycle soundtrack up: ~ + up arrow
cycle soundtrack down: ~ + down arrow
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AMAZING! SIMPLY AMAZING! I WANT THAT!
And Sid...actually in WW2 some warship used whatever they had against the enemy.
The Prince of Whales even used all of his big caliber guns to shoot at jap bombers (yes, even the 360mm ones!!)..
Or in another situation, before the ships got radars, two battle groups allmost bumped into eachother during the night. The ships were so close they fired with everything they had at eachother. Ships are armoured, but not everywhere, and not with the same armour thickness....
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Trashman has a valid point - though some of the weapons would be entierl useless.
That's also the reason why I support a little bit randomized damage.
If damage was calculated like in a role-playing game, than it would add a refreshing feeling of "by pure chance" and "bad luck" to the game.
Damage=Base damage on hit*0.1...1.1
When the damage is beyond 1.0*BDam then a special roll should be made.
So special damage=BDam*1...100.
If SDam>BDam*80 then the subsystem is always blown
If SDam>BDam*100 then the ship is killed (huge ships may simply have to suffer from the damage), further criteria could be that, the fighter has to target a vital subsytem like the engines or weapons.
A realistic armor model could also fit nicely with the idea.
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does this mean we get a little console that tells us when we have made a critical hit... and how much expersience (or browned pants) we have gained...:D
Hercules Mark 2 +6 "Arrigeth the Shiv hunter"
Originaly just a standard Herc Mk2 that rolled of the production line in the second war with the Shivans. It went to a pilot that hand the designation 'Alpha 1' for a few weeks. In that time the unamed pilot killed several hundered Shivan vessals and saved several thousand lives aswell as a number of crusiers, corvettes and even destoyers all by him self! Alas this mesteryous pilot was never seen again after the trouble finished. This lead some to form a cult around the pilot - they say he came from the 'out side' but that is another story. The pilots fighter was recovered however and it is belived to have been imbued with Alpha 1's skill as any pilot that uses it ALWAYS comes back from a mission (it is almost as if they redo the event until they do it right but this is just theory).
Can only be used by: Pilots
Can only be used by: Terrans
Item Ability: Unlimited mission retrys
Item Ability: +10 Inteligence
Item Ability: -10 Wisdome
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say that cloaking effect would be cool to see on larger ships, like orions and the like..
Imagine a ravana decloaking in front of you:shaking:
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What I meant was that your shots would do a bit more and bit less damage most of the time.
Sometimes it would be noticeable that they don't do any whatsoever damage - it would be like every 100'th bomb or so that you release won't do as much damage as what you would expect.
On the other hand somtimes firing a subach on a Ravanna could cripple one of its turrets with a single blow, and 1 in a 1000 chances are, that you could send a Cain to the great blackness beyond with a singe hit.
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Originally posted by TrashMan
AMAZING! SIMPLY AMAZING! I WANT THAT!
And Sid...actually in WW2 some warship used whatever they had against the enemy.
The Prince of Whales even used all of his big caliber guns to shoot at jap bombers (yes, even the 360mm ones!!)..
Or in another situation, before the ships got radars, two battle groups allmost bumped into eachother during the night. The ships were so close they fired with everything they had at eachother. Ships are armoured, but not everywhere, and not with the same armour thickness....
Which warship?
I wasn't aware of your second point but it made a lot of sense to use main weapons against smaller targets if there were no larger ones around. If an 18" shell explodes in mid-air the shockwave is going to be enormous... and given how flimsy aircraft were (and still are) they'd be torn apart by a lucky hit.
Yeah, traditional ships of the era tend to be heavily armoured on the underside to protect against torpedo hits. But FS2 ships are fully armoured all round. If defensive (i.e. anti-fighter) weapons targeted turrets and so on they'd be somewhat useful, but as they stand they rarely aim for anything but the hull.
Sid.
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Actually FS warships don't really have any sense of precision strikes.
Adding a new sexp would benefit everyone:
-Ai-attack-subsytem
-Firebeam-subsystem - would be even better.
Connected with taging it could turn out a fairly nice element.
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Originally posted by Flaser
-Firebeam-subsystem - would be even better.
Already exists. The Fire-Beam SEXP takes an optional 4th option to target a subsystem.
Unless what you want is AI-Beam-Target-Subsystem which makes a certain beam fire at a certain target in preference to anything else.
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Finally a use for those TAG missiles.
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The later would be even better, but I hear the Ai code upgrade is the most sought after, and probably also one of the hardest things for the SCP.
I hadn't noticed the first since I'm not really into FREDing, maybe I should have checked the sexp thread more often:D
BTW - This stuff is great!!
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Originally posted by SadisticSid
Which warship?
I wasn't aware of your second point but it made a lot of sense to use main weapons against smaller targets if there were no larger ones around. If an 18" shell explodes in mid-air the shockwave is going to be enormous... and given how flimsy aircraft were (and still are) they'd be torn apart by a lucky hit.
Now now....B-17's, IL-2's, and P-47's were noteable for their heavy armor and incredible resilance to damage (there are stories of P-47's cliping telephone poles with their wings and flying back to England from occupied France making clean landings and the pilot landing without injury).
I'd say most modern day aircraft could not take the beating that some of the old WWII aircraft could. They were designed to take damage. What new aircraft tend to do is minimize non-lethal damage...but if you get hit with a missile or blasted with a proximity warhead it doesn't matter how much armor you've got...your plane is going to have a serious hole in it. Even the A-10's with titanium bathtubs for the pilot and reinforced armor virtually everywhere is going to get smoked by a missile.
WWII aircraft I think are much more sturdy than present day :)
Same with the ships...if a WWII battleship ever got into firing range of a Triconderoga missile cruiser, it'd get a pasting of a lifetime...on the other hand, the Triconderoga could probably smoke a battleship at 200 miles out :D
Sorry I'm rambling. What I think you actually want is a priority system? SO that heavy pulse weapons would put a priority on a cruiser instead of a small fighter while small guns would put a priority on small fighters instead of cruisers?
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Originally posted by IceFire
Now now....B-17's, IL-2's, and P-47's were noteable for their heavy armor and incredible resilance to damage (there are stories of P-47's cliping telephone poles with their wings and flying back to England from occupied France making clean landings and the pilot landing without injury).
Yeah, but if it got hit by a 15-inch shell at about a thousand mph... Splat!
Same with the ships...if a WWII battleship ever got into firing range of a Triconderoga missile cruiser, it'd get a pasting of a lifetime...on the other hand, the Triconderoga could probably smoke a battleship at 200 miles out :D
[/B]
Erm, not unless it had nukes. A modern anti-ship missile (like a Harpoon or an Excocet) wouldn't do much more than scorch the paint on a battleship - the warhead isn't big enough. They're designed to penetrate a modern ship's thin hull (no armour) and blow up all the delicate stuff inside. Battleships were designed to take multiple strikes from chunks of explosive weighing over a tonne, moving at supersonic speed. A missile can't deliver anything like that amount of energy onto a target.
Sorry, I'm being picky, I know. I read a book about this, a sort of crime-thriller type thing. Worth reading - it's called "Iron Man", by John Watson. It's about a fictional Soviet battleship called the Stalin. 85000 tonnes, 22-inch guns, two feet of armour, 35 knots cruising speed. Scary...
Click me (http://www.amazon.co.uk/exec/obidos/ASIN/0751521477/qid=1058054211/sr=1-30/ref=sr_1_0_30/202-2354672-3847043)
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deck armor on surface ships isn't (or wasn't) the most heavily armored part of a ship. give it 1 or 2 5000lb bunker busters on the deck . and any air-air missile would waste a p-47, b-17, or il-2
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the b17 had a crappy hull, the bullets went right through it ( if that's not enough, I've been in one of them, and you can just tell that this 1 mm thick sheet of metal is nothing like armor ). The thing is that the bullets would just go through the armor, and nothing else. B17 fell most often because of ruined engines or slaughtered crew.
That's obviously not an option in space :p
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Originally posted by Venom
the b17 had a crappy hull, the bullets went right through it ( if that's not enough, I've been in one of them, and you can just tell that this 1 mm thick sheet of metal is nothing like armor ). The thing is that the bullets would just go through the armor, and nothing else. B17 fell most often because of ruined engines or slaughtered crew.
That's obviously not an option in space :p
Not plausible?
If you were a soldier or officer, probably not.
If you were and engeneer or manager probably not.
But if you were a crappy badass politician stuffing his own pocket...porbably yes.
This is not too probable in the military driven GTVA or the battle hardened GTA, but some pre TVWar era could have ships like that.
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I read a story where a P-47 pilot recieved a direct hit to the section right behind his cockpit, blowing open a hole so large that all he could see behind him was sky. He managed to fly back to base and do a normal 3-point landing, but as soon as he hit the ground, the tail sheared off and got dragged along the ground by control cables.
Another P-47 released an armed bomb while it was still on the ground, it blowing up. The pilot got out of the cockpit and walked away without injury. There's actually some pics floating around the web somewhere of that (and it happened more than once, too).
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I fear I've opened a very divergent can of worms here...
Sorry I'm rambling. What I think you actually want is a priority system? SO that heavy pulse weapons would put a priority on a cruiser instead of a small fighter while small guns would put a priority on small fighters instead of cruisers?
That'd be great but I'd have a 'buffer distance' included as well so small anti-fighter weapons with high refire delays can stop shooting at big ships and prepare to engage the little buggers once they get into firing range. You don't want fighters waiting on the range borderline of a AAA turret and swooping in as soon as it's just discharged into a cruiser.
Sid.
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Hello there. :) About the cloaking effect: Great! :cool: If a ship can use this should be triggered by an entry in the ships.tbl like this:
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$cloakdevice YES
+cloaklimit YES
;; if the ship cloaks only for limited time
+cloaktime 50
;; max time ship is cloaked in seconds
+cloakreload 20
;; cloaking device reload time in seconds
+cloakfireprim YES
;; if ship can fire primaries while cloaked
+cloakfiresec YES
;; if ship can fire secondaries while cloaked
// +cloakfiretert YES
;; if ship can fire tertiaries while cloaked
//only if tertiary weapons are added
+cloakshields 10
;; percentage of normal shields that works while cloaked
(might be above 100 ?)
+recloaktime 0.1
;; in seconds
+recloaksound cloak.wav
;; obvious
+recloakeffect recloak.pcx
;; effect for recloaking
+decloaktime 0.2
;; in seconds
+decloaksound decloak.wav
;; obvious
+decloakeffect decloak.pcx
;; effect for decloaking
+cloakedeffect cloaked.pcx
;; effect for being cloaked
+cloakedsound cloaked.wav
;; sound if cloaked ship passes near the player
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I think it should be possible to be cloaked for unlimited time (like in WC or Star Trek) and there should also be the possibility to use different effects for activating, deactivating cloak and being cloaked. This way you could for example add a ship to your mod that's completely invisible while cloaked (simple black texture only needed as far as I understood how this works). :cool:
As for tertiary weapons I think they should be real special weapons like the shockwave of the Homeworld:Cataclysm Dreadnought or the main beam of the B5 Excalibur that drains so much energy that the ship is effectively disabled for a minute after firing it. :D
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Just a thought, but would it be difficult to apply a tag to an energy weapon that make's it display a lens flare like the Sun's one? It would be great for some of those really big, slow-firing weapons? Kind of similar to the Siege Cannon in Homeworld?
Flipside :)
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I'd like to have that, too. :)
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i do have some of these tertiary weapons ready. all of them still need some tweaking -- here are the tentative table files
cloak device
$Name: Cloak Device 1
$Type: 1
+Warmup Time: 1000 ;;ms
+Cooldown Time: 5000 ;;ms
+Lifetime: 30000 ;;ms
+Flags: ("no aburn" "no firing" "no shield" "uncloak firing" "uncloak aburn") ;;obviously the last 2 can't be mixed w/ the first two
+Cloak sound: ###
+Uncloak sound: ###
+Cloakmap: cloakmap.pcx ;;cloak anis aren't supported yet
boost pod
$Name: Boost Pod 1
$Type: 3 ;;gonna change this to BOOST. i have the number here for quick coding
+Num Shots: 4 ;;number of times this thing can be used
+Lifetime: 20000 ;;lifetime in milliseconds
+Max Speed: 250 ;;duh
+Acceleration: 0.9 ;;duh
+Flags: ("toggle" ;;able to turn this off
"refill") ;;refilled by support
+Start sound: ### ;;these are obviously sound.tbl indices
+Loop sound: ###
+End sound: ###
extra reactor: this is tricky on how it works. since the game doesn't use the "$Energy output:" field in a ship entry, then i have to edit the regeneration equations
$Name: Reactor Pod Type 1
$Type: 8
+Additional Weapon Power: 50.0 ;;the regen equation acts as the ship has 50 extra units of weapon storage. thus making it recharge faster
+Additional Shield Power: 200.0 ;;same thing with the shields. except this time its 200.
+Additional Engine Power: 100 ;;i don't know if im going to use this
+Augment explosion damage: 1.5 ;;it has an extra reactor. make it blow up better (multiplier)
+Augment explosion radius: 1.2 ;;multiplier. used for both inner and outer radii
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are all of the values interchangable (as in can I have something with some reactor tags and cloak tags) or are they specific to each type, I think they should be interchangeable, but I don't know how easy that would be useing the system you are useing, also I think that classifying this as a weapon system is somewhat inacurate, tactical systems or something like that would be more apropriate, tertiary weapons would be more like countermeasures/mines
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Awesome :). Will you be accepting submissions and ideas for tertiary weapons?
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give me ideas BW. i got the stuff in the first post that will be included
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Well, If you're after ideas -
Mine Layer - should be obvious :)
Shockwave - Area suppression device - releases a shockwave from the players ship, damaging everything within a certain radius except the player - useful for breaking up bomber formations, or for taking out fighters on your tail.
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Originally posted by Black Wolf
Shockwave - Area suppression device - releases a shockwave from the players ship, damaging everything within a certain radius except the player - useful for breaking up bomber formations, or for taking out fighters on your tail.
Better yet, an EM field generator. It'll scramble enemy sensors trying to lock onto your vessel within a certain range (pulse really) And can only be used 3 or 4 times.
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Originally posted by SadisticSid
You also don't take into account the refire rates of some anti-fighter weapons. Even though they may re-designate their targets when fighters come into range, if an AAAf has just fired it leaves a good 15 seconds before it can fire again. Another reason why this tag would be good. ^_^
Not long ago, I hacked my weapons.tbl, changing the AAA weapons to rapid fire, type 0 beams, with no warmup or warmdown, lasting only a fraction of a second, with a refire of about a second. Sort of a beam machine gun, that fires continuously.
Other than making AAA beams non-useless (and yes, IMO, FS2 AAA beams are weak, shield piercing or not), it also neatly circumvents this problem, since it can change targets at will if it needs to shoot at a bomb or something.
In loop1-1, with the Iceni and Asar shooting at each other, this produces an amazingly cool looking AAA exchange, with little blue beams bolting this way and that like crazy, hordes of flak shells exploding (I upped the rate of fire on flak weapons too), fighters darting here and there, and even a few asteroids thrown in. Now that's what I call a space battle!
I'm sure this sounds like something that looks cool but isn't cool to play, but I assure you, it's a lot of fun to play. I was busy shooting at Taurets and Bakhas when I happened to notice how cool this exchange looked.
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:wtf: Why do you post in old threads ?
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Originally posted by FreeTerran
:wtf: Why do you post in old threads ?
Because smg. new may happen after all this time.
BTW this thread is only about a month old.
I highly apreciated his post
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exclent Idea, allowing players to pick a suport system. so not all fighters have to have CM anymore, you could take anything from a heavy secondary rack, allowing you to have bombs, to a sub space teliporter, suddenly your in weapon range of your target. light beam weapons, a flak turret, extra layers of shields, or even a nutonian flight system :)
my Ideas
Orbitals:
commonly called 'bits, orbitals are basicly a turrit that orbits your ship outside the shield arc, providing an extra punch and active anti missle defence. I'm thinking anywhere from 1 to 8 bits depending on which weapon is mounted in them. 1 for maxems and beams, 8 for subach or disruptors.
Funnles:
A more agressive version of orbitals, funnles are limited in quantity, they act like miniture fighters and fly after the target, attacking untell the small energy reserves are depleated then self descructing with any remaning fual.
RWP
Remote Weapon Platforms:
self suficent gun stations mounting 2 weapon turrets, new miniturisation tecnology allows for them to be fighter deploied. after a short poweron cycle the RWP will engage any hostile target within range.
Meson Bomb:
The 30 second delay on this weapon is suficent for any fighter to clear it's 1000M blast radius. 'let loose the gates of hell'
I think that's all I've got, hope you find a way to make this stuff work. :mad2: :demonic:
we post in old threads becuse we show intrast in them, becuse we realy like the Idea and dont want it to die, and mostly becuse we dont bother looking at the date before we post.
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Originally posted by terren
exclent Idea, allowing players to pick a suport system. so not all fighters have to have CM anymore, you could take anything from a heavy secondary rack, allowing you to have bombs, to a sub space teliporter, suddenly your in weapon range of your target. light beam weapons, a flak turret, extra layers of shields, or even a nutonian flight system :)
my Ideas
Orbitals:
commonly called 'bits, orbitals are basicly a turrit that orbits your ship outside the shield arc, providing an extra punch and active anti missle defence. I'm thinking anywhere from 1 to 8 bits depending on which weapon is mounted in them. 1 for maxems and beams, 8 for subach or disruptors.
Funnles:
A more agressive version of orbitals, funnles are limited in quantity, they act like miniture fighters and fly after the target, attacking untell the small energy reserves are depleated then self descructing with any remaning fual.
RWP
Remote Weapon Platforms:
self suficent gun stations mounting 2 weapon turrets, new miniturisation tecnology allows for them to be fighter deploied. after a short poweron cycle the RWP will engage any hostile target within range.
Meson Bomb:
The 30 second delay on this weapon is suficent for any fighter to clear it's 1000M blast radius. 'let loose the gates of hell'
I think that's all I've got, hope you find a way to make this stuff work. :mad2: :demonic:
we post in old threads becuse we show intrast in them, becuse we realy like the Idea and dont want it to die, and mostly becuse we dont bother looking at the date before we post.
ooh, Gundam stuff......
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My exact ideas :D
Those things are neat by the way.
However this kind of thing should only be availible for the so much rumored gunship class and hyper-advanced crafts that are for Aces exclusivly. *those crafts would suffer from tons of problems, and mission designers should be keen to make the easy seeming life of an Ace pilot a misery :devil:
BTW this thing should be good for frigates. They could be called orbiters or mobile weapon platforms.
Another thing:
We need a more complicated subobject handling!
As long as the pof's restricting the model design some cool stuff is hard to implement
What would this be good for:
-Moving thrusters (Gundem stuff once again:cool: )
-Cranes and manipulators
-Hangar Doors
-Torpedo Tube covers
-Turrets with recoil! ;7 - Erhmm...it was already asked for :rolleyes:
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Taken a look at the Colossus recently? That's the finest example of a mobile space-faring mobile weapons platform I've ever seen.
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Actually, doesn't the Meson bomb have a 2000 metre range? And isn't that thing larger than an Ursa bomber? There's probably a good reason why it's so large (critical mass?). I wouldn't want to be hauling one around.
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It would be good to see recoil on guns, but would it need to be governed by the firing rate of the weapon attached to it, and the mass of the weapon it is firing?
Flipside :D
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Im against participating in bumped topics, but the Meson bombs had a destructive radius of 3000 meters.
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2000 or 3000 that's enough distance that 30 seconds isn't really enough to drop one and get out of range (not to mention the long delay means everyone can shoot down the meson bomb easily).
However, it's still a good idea to have some kind of bomb that can be dropped. I've always thought that stuff like Pirrahnas would be a lot more effective if they could be dropped behind the ship (kinda like smart bombs in Descent). since I'm usually trying to get rid of fighters on my tail, whereas fighters in front of me I can shoot down myself.
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Something like mines would be extremely useful. It's a little hard to know exactly what's behind you unless you have it targeted, but it's not a really big deal in the long run.
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Which is why I chose a pirrahna over a smart bomb. Smart bombs detonate in proximity but that's really hard to achieve in wide open space. A pirranha would explode and splay out the heat seekers and help me lose a tail.
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I put the 1K range in for ballence, and becuse I know how large the origonal Meson bomb is, you'd have to scale it down for it to even fit on a fighter, so I scaled down the range also, anyway you only get one, and your more likely to take out all your wingmen and your suport ship then you are to be effective with it, it's more a weapon of last resort.
any one going to comment on the subspace teliporter? you all jumped on the obvus ideas, and noone commented on anything else,
on another note, anyone want to see rear mounted heat seakers?
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Originally posted by Hippo
Im against participating in bumped topics, but the Meson bombs had a destructive radius of 3000 meters.
How about a mim-meson bomb? It would have a smaller blast radius.
I find I hard to swallow the idea of a fighter carrying the real thing!
Rear mounted missiles! Cool!
How about a acid fume? You know - the fighter releases a trail of some strong acid and the enemy that follows get's his hull eaten away!
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Ok this thread has been stickied by Sandwich since i'm linking it to a Wiki post. (http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Weapons%20changes)
I would like some comments and such about the more descriptive explanations regarding tertiary weapons. Please try to stay on topic and keep the discussion civil and relvant. I want ideas on how its going to affect gameplay in both directions and how to counter any extreme advantages an ability would give the player *eyes the super jammer*. I highly doubt i'll get any of this done by 3.6 is released so please be patient.
NEW IDEAS ARE ALWAYS WELCOME.
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Cloaking device: cloaks the player ship, and effectively drains about all the energy that is available. Once all energy is spent (if you fire your weapons that will be pretty soon) you will be forced to uncloak. Also, firing any weapons will have the ship be only semi-cloaked for a couple of seconds. It will also steal all the shield energy while active. The Cloak device automatically powers down after a certain amount of time.
advantages:
- you cannot be targetted
- AI will not attack you
- you're practically invisible
disadvantages:
- ALL energy will be drained (set to 50% then slowly decharging)
- Once one energy bar drops to 0 (afterburn OR weapons) you will uncloak
- While in Cloak, you do not have shields.
- Shooting shows you as a fuzzy blip on the radar and you'll lose much energy.
Boost Pod: allows the player to get immense speed for a set time duration. Once activated, the boost can only be stopped on either 50% or 100% spent fuel. The Boost Pod will be visible on the ship model, as some boxy thing mounted where the engines are (where normally the thrusters are). When it's spent it will explode off. It will speed you up to at least 400 M/s, but it will GREATLY decrease your turning abilities for that time, and while you do not use the boost pod it will slow down your acceleration / deceleration as well as turning speeds. Also, if someone shoots the pod, your death wont be far.
advantages:
- get to distant battles quickly, shake off enemy fighters.
- bombing runs ;7
disadvantages:
- You can only stop it on 50%, or wait for it to finish (you almost never hit the direct spot you wanted to go)
- While active, you can almost only go straight ahead.
- When Inactive, your ships turns slower and takes longer to speed up and down
- When the Pod is shot the whole fuel explodes. That's not too good for your health.
Mine Dropper: Drops Mines. Mines are some sort of missile with a very long life time. They can be shot, and they also explode when you ram into them. Alternatively, there's mines that have a remote detonate trigger. Mines can be set up in weapons.tbl and you can individually load out your mine dropper. The mines (although pretty small most of the time) take away your secondary capacity.
advantages:
- use mines
disadvantages:
- less secondary weapons (depending on how much and large mines you can and want to load out)
Custom turret: puts a turret on the model, which will fire at any enemy in range. It can be loaded out with whatever gun is set compatible for the device (even beam guns if you want to).
advantages:
- you have a turret
disadvantages:
- drains your weapon energy
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hmm i like the idea of a bolt on turret. The only problem is that you're going to have to specify where it goes on the model. and were going to need a turret model and boost pod model.
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turret model will be place on the ship's support docking point.
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Thruster Verniers:small wing like appendages are attached near the engine, they have an actual thruster inside that drains the main engine like a leech and allow greater mobility and speed. At default the wings are aligned with the ships body, when switched on they open like the petals of a flower allowing greater manuvering ability - if it is possible they should move to show their actual effect on the thrust.
advantages:
- higher top speed
- better manuveribility
disadvantages:
- the engine uses more energy so recharge of systems will be slower
- inertia increases, the ship will behave differently
- once destroyed the overall performance of the engine will be lower than that of a craft without verniers
- they increase your target profile and make you more visible
- AB power will decreese more rapidly.
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Wow, this idea must have sprung up while I wasn't here. Great initiative. :)
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yea i told sandy to sticky it since i'm starting to divert attention to it now that HT&L is stable
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A1 thread! Keep up that good work and ideas!
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i'm thinking about adding another chunk to the POF format to allow for boost pod, bolt-on turret, and mine layer models to be attached to the model at specified coordinates. i doubt vanilla FS2 isn't going to like that, but who still uses that ;)
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Hey everyone, this is my first post at these boards.
My idea for a tertiary attachment is this:
a large caliber slug thrower/railgun/massdriver
A huge cannon that fires large projectiles over huge ranges that do huge damage.
Pros:
1. Lots of damage dealt by direct hit.
2. Long range
3. Rather fast (probably somewhere between the speed of the normal weapons and the missiles) projectile speed so it would be hard to destroy it.
Cons:
1. the magnetic rails drains large/huge ammounts of weapon energy.
2. Because of the slugs huge size you could be limited to 1 or 2 of them (if 2 then there would be a long reloading time between shots).
3. (rather minor probably) No splash damage.
possibly 4. Recoil, as someone suggested further up.
possibly 5. When you fire the engines go offline due to stress on the ship systems from the recoil and the magnetic rails create a weak EM field for a short duration, engines go online in about 5 seconds after firing.
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Cruise Engine-Like a second afterburner
Pros:
High-speed (400m/s or something)
Cons:
weapons inoperative
maybe the maneuverability halved?
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do you have these things up for download yet?
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No, he's just looking for ideas so right now as far as I know.
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yea i'm going to start once 3.6 is done.
Solatar: playing Freelancer lately? i'll add that to the wiki list
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I vote for adding all of this to a multiplayer kind of game.
Imagine the variety of a dogfight with a special weapon. It'd be godly. Now think of the strategy you can add to a team match...
That is, if you pull this off correctly.
And you're doing multiplayer, right? >.<
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Oh, yes. Multiplayer's going to be in. And it's going to 0wn. ;7 :nod:
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Woo. *Cookie*
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*quickly hides cookie*
Any coder who finishes multi will get it ;7
now, don't let it get old and untasty. :D
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Two points about cloaking:
1. It's great that you guys want to make a new type of cloaking device for FS; but please keep in mind that there are TC's out there, will you? :)
Balancing should be the concern of the actual mod teams, so I'd prefer if all those disadvantages etc. could be disabled - remember, mod-friendliness is one of FS's best features.
2.Are there already any ideas about how the AI should handle cloaking?
If not, I'd have one (keep in mind that I don't know much about the code, so I don't know if this is possible):
If the player cloaks (completely) missiles should fly straight forward, having lost their target. Chasing AI ships' primary and DF fire should continue, but with an decreasing hit propability which reincreases if the shots actually hit the cloaked ship. The idea is, that the chasing ships' pilot interpolates from the location and direction the ship was flying in (before the cloak was completed) where it could be now, hits giving him new information about the cloaked ship's whereabouts. Of course the AI should stop firing when this hit propability gets too low.
The AI itself should cloak if it's taken a certain amount of damage or hits in a second or so, or, if it's cloaking device doesn't have activation limits (or only small ones), if it doesn't have the possibility for a good shot (this would have to be further defined).
On the contrary it should uncloak when it gets the possibility for a good shot and it has some sort of fire-ready weapon.
Also needed, I think, would be some supplementary wingmen orders:
"cloak" and "decloak" obviously, but also "prepare for attack" and "prepare for attack on my target" to tell the wingmen to keep cloaked, but move into position for attacking and try to get a lock-on.
That's it, thanks. ;)
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im thinking of making an ai-good-tertiary-time to give hints about when to use them. then theres probably some default logic involved as well such as
if "guarding_a_ship" and "distance_to_ship_to_be_guarded" is outside a certain range and "boost_pod_installed"
then "disengage_current_target_and_return_to_ship" and "engage_boost_pod"
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Hi to all, I try to read the forum often I can but it's a little hard for me cause I don't speak english well, I hope you'll can understand my personnal suggest about cloaking anyway :confused:
I think implement a cloaking option in the game will be nice but I'm a little afraid that disbalance gameplay...
So I suggest the following :
Only quality fighters could have cloaking (too heavy cost to equip capital ship or common vessel)
Natural-Selection style cloaking : Can cloak only below a certain speed, can't fire when cloaking is on... and be hit remove cloaking...
Regard to the few time reinforcement can come with sub-space's system, cloaking should only use for special escort or special op.
:nervous:
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Shaka, the SCP boys (and girls - errm....come to think of it,...where are they?) only implemented the effect and its integration into the game.
Actual balancing is left to Modders and Campaign Designers.
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Finally someone who got the point. :) :yes: :yes: :yes: