Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: CptWhite on December 22, 2001, 04:33:00 am
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Remember that long thread about geo moddability from the dawn of time? so ....?
i was just wondering if tbp would get there first as we already have the model, it just needs texturing, and yes it works like a dream, but its not a huge ship as such, its the god sat, and it will be complete (well for team members) in the next 2 weeks, you can blow up any piece of it you like, lovely (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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So basically it's made of destroyable subs and nothing else.... ?
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I think that shields on cap-ships you be good like that.
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I did something with destroyable deck objects, but I don't really see the benefit of a fully geo-moddable capital ship, because of the polycount and clipping problems.
I guess a smaller ship makes sense, but it's never been something I've fully wanted to implement.
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its not FULLY destroyable, but it has many destroyable parts and all have "destroyed" objects, you can take out radars, missle banks, individual solar panels, and turrets seperately, so where yuo hit it really has an effect on what damage it does to the model.
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Mmmm, cool. Can't wait to blow the crap out of it. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Where's the bridge on a Hecate or Orion? Because if you destroyed that, the ship would be in serious trouble.
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Originally posted by Zeronet:
Where's the bridge on a Hecate or Orion? Because if you destroyed that, the ship would be in serious trouble.
Distributed command centre. It's really a bit daft to have a big window into space for command crew to look out of it, when you think of it - that's why we have video cameras.
It's also sheer lunacy to centralise all ship control in a single area (not that that would stop command)
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Cameras can be damaged, you need at LEAST one window in the ship!
What hes saying just sounds like what I noramly do, make as much of the ship I can destroyable, turrets, comms, naviagtion, weapons, engines, Sensors, cargo bits, bridges, dishes, - or did I miss something?
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What happens if you made say a connecting tube destructable? When destroyed would the ship break in two or be held together by invisible strings?
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invisable sting
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(http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) Invisible strings suck.
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heres a pic of the model in question :
(http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_Cptwhite/god24dec1.jpg)
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Evil alien invaders! Beware the power of NASA! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by aldo_14:
Distributed command centre. It's really a bit daft to have a big window into space for command crew to look out of it, when you think of it - that's why we have video cameras.
It's also sheer lunacy to centralise all ship control in a single area (not that that would stop command)
Command bridges are centralised because it makes communication more efficient.
Imagine if the bridge was completely decentralised. What would you gain? A single hit couldn't off the entire bridge crew. That's good. However, what happens when Nav gets hit? Or Wep? You've got a ship that has no con or no defenses. What if you just lose power to the comms system? Modern US Navy vessels have sound-powered telephones, but those aren't as clear as a proper 1MC. You end up with chaos.
On the other hand, a centralised bridge gives better communications between departments, and (if properly located) protects all the principals.
A better solution than either would probably be a a pair of fully redundant 'bridge' areas, in different parts of the ship with either a dedicated comms system betweent them (along with isolated power) or sound powered phones to connect them. If the current 'ready bridge' goes up, you have a secondary ready to come on line.
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--Mik
http://www.404error.com
ruhkferret on ICQ/AIM
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In BattleTech, the "bridge" is in the very center, most protected, deep inside the ship.
That way you don't lose the ship with a single hit from a Naval PPC.
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well we all know the true future lies in STAR TREK, SPECIFICALLY STAR TREK THE NEXT GENERATION and we all know that ALL SCI FI GAMES ARE BASED ON STAR TREK!!! because we know this FREESPACE SHIPS HAVE BRIDGES WITH WORFS AND COUNSELOR TROYS!!!!
Edit: Rest of post deleted for being both off topic and stupid. The above exists since it is on topic in the loosest form.
[This message has been edited by Thunder (edited 12-25-2001).]
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1 - Stop shouting.
2 - Drink and forums don't mix kids (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by Red5:
well we all know the true future lies in STAR TREK, SPECIFICALLY STAR TREK THE NEXT GENERATION and we all know that ALL SCI FI GAMES ARE BASED ON STAR TREK!!! because we know this FREESPACE SHIPS HAVE BRIDGES WITH WORFS AND COUNSELOR TROYS!!!!
Edit: Rest of post deleted for being both off topic and stupid. The above exists since it is on topic in the loosest form.
[This message has been edited by Thunder (edited 12-25-2001).]
If that's less stupid, and more on topic, I can't even think what would the rest of the message have looked like (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by Red5:
...COUNSELOR TROYS!!!!
OPEN FIRE!!!!
Anyway, didn't someone make a geo-moddable space station? And if you did make one, would you have a problem destroying it after you blew up all the subsystems? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
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Originally posted by Red5:
well we all know the true future lies in STAR TREK, SPECIFICALLY STAR TREK THE NEXT GENERATION and we all know that ALL SCI FI GAMES ARE BASED ON STAR TREK!!! because we know this FREESPACE SHIPS HAVE BRIDGES WITH WORFS AND COUNSELOR TROYS!!!!
Edit: Rest of post deleted for being both off topic and stupid. The above exists since it is on topic in the loosest form.
[This message has been edited by Thunder (edited 12-25-2001).]
I hope that's a joke? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by mikhael:
Command bridges are centralised because it makes communication more efficient.
Imagine if the bridge was completely decentralised. What would you gain? A single hit couldn't off the entire bridge crew. That's good. However, what happens when Nav gets hit? Or Wep? You've got a ship that has no con or no defenses. What if you just lose power to the comms system? Modern US Navy vessels have sound-powered telephones, but those aren't as clear as a proper 1MC. You end up with chaos.
On the other hand, a centralised bridge gives better communications between departments, and (if properly located) protects all the principals.
A better solution than either would probably be a a pair of fully redundant 'bridge' areas, in different parts of the ship with either a dedicated comms system betweent them (along with isolated power) or sound powered phones to connect them. If the current 'ready bridge' goes up, you have a secondary ready to come on line.
Well, it's the 24th Century (I think). I'd expect instantaneous transmission and VR through multiple comms links.... of course, based on the size of the susbsytems on the models in Fs, I guess there would be a massive amount of redundancy in any control distribution.
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2 - Drink and forums don't mix kids
Dammit.
*throws bacardi out of window into passing tourists*
...COUNSELOR TROYS!!!!
OPEN FIRE!!!!
WORF: No damage to Troi, firing again.......Direct hit, all clothing destroyed.
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/drevil.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/naughty.gif)
About the bridge thing. I think that by the time we've got a decent FTL drive we'll have realised that there's no point in sending people out and simply send vast swarms of AI drones to harvest resources and crush all the other feeble races.
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Originally posted by aldo_14:
Well, it's the 24th Century (I think). I'd expect instantaneous transmission and VR through multiple comms links.... of course, based on the size of the susbsytems on the models in Fs, I guess there would be a massive amount of redundancy in any control distribution.
If the section of the ship with the NAV-O gets ventilated, no redundant systems are going to give you communications with him. The Battletech solution (barring fully redundant backup bridges) is the best. You can't kill the NAV-O becuase he's down there in the heart of the armor with OPS-O and COMM-O and the skipper and the rest of the team.
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--Mik
http://www.404error.com
ruhkferret on ICQ/AIM
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why bridges? coz they sound/look cool. Period.
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Originally posted by mikhael:
If the section of the ship with the NAV-O gets ventilated, no redundant systems are going to give you communications with him. The Battletech solution (barring fully redundant backup bridges) is the best. You can't kill the NAV-O becuase he's down there in the heart of the armor with OPS-O and COMM-O and the skipper and the rest of the team.
Way I see it, you can 2 bridges or 5-10 subsystem control areas, comm linked. Seeing as an FS2 beam can tear it's way straight through a ship (intro cutscene, and also the first mission), it's still not that hard to take out both.
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Way I see it there are a lot of factors. First off, the amount of firepower your under. Exacty how strong are the beam cannons of FS2? I know that the Enterprise-E's type12 phasers are in the terrawatt range, so are the beam cannons on B5's Whitestars. The turbo lasers on an ISD are each in the Gigawatt range.
Second, the defences of the ship being attacked. The caps in FS2 dont even have shields. Some of 'em dont even have that much armor. Also some ships/stations have the largest concentration of shields and fire around the bridge/command center.
Third, the design of the ship. A big bulky ship is less likely to break apart than one like the 2 Enterprises Kirk captained.
Fourth, some ships have bridges for the benefit of the command crew. A ship with an AI can be run with or without a bridge or even if the command crew is dead.
Still.. when gaming its great to see chunks of metal being blasted all over the place as your guns rip into a ship. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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"It's nearly impossible to defend against an assassin who's willing to die for his cause."
"Agreed. There's only one way to deal with terrorists... locate their base of operations... and destroy them."
"I love that answer, Captain Hunt." Tyr Anazasi to Dylan Hunt-Andromeda
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Originally posted by Reptile:
Some of 'em dont even have that much armor.
hmm, most of them can sustain nukes hits, and even antimatter bombs so...
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Dont forget some of the bombs you launch at them are nukes, like the Tsunami.
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I said "some".
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"It's nearly impossible to defend against an assassin who's willing to die for his cause."
"Agreed. There's only one way to deal with terrorists... locate their base of operations... and destroy them."
"I love that answer, Captain Hunt." Tyr Anazasi to Dylan Hunt-Andromeda
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Originally posted by Reptile:
I said "some".
I think all FS2 capships can sustain a direct tsunami shot
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A Faustus can't take much more then a double Cyclops. Don't know how exactly that compares to a single Tsunami.
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Originally posted by Starwing:
A Faustus can't take much more then a double Cyclops. Don't know how exactly that compares to a single Tsunami.
well, as the tsunami dals about half the damage of a harbinger (I think it was the name of the big bad bomb in FS1), I think even the faustus could survive to the tsunami.
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Originally posted by CptWhite:
heres a pic of the model in question :
(http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_Cptwhite/god24dec1.jpg)
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)
SWEET!! Can't wait to see that in game...
hehe...I wuv god...
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The tables for FS are loopy...according to my calculations, the TBL claims the one Avenger round equal 5.2083 Mt of TNT. Here's how I figured it out:
5000 Mt is the damage 6 Harbingers deal, so 1 Harbinger would equal 833 1/3 Mt. The hull damage dealt by the Harbinger in HP is 3200, which is 160 times the damage dealt by the Avenger (20). 8 1/3 Mt divided by 160 equal 5 5/24 Mt, or 5.2083 Mt, per Avenger round. I didn't think a 45mm projectile could do that kind of damage (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by Zeronet:
Where's the bridge on a Hecate or Orion? Because if you destroyed that, the ship would be in serious trouble.
one would think the comm and nav sections are the bridge. unlike the GVD Hetsputes. whcih subsystem says "bridge" lol
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Originally posted by Grey Wolf 2009:
The tables for FS are loopy...according to my calculations, the TBL claims the one Avenger round equal 5.2083 Mt of TNT. Here's how I figured it out:
5000 Mt is the damage 6 Harbingers deal, so 1 Harbinger would equal 833 1/3 Mt. The hull damage dealt by the Harbinger in HP is 3200, which is 160 times the damage dealt by the Avenger (20). 8 1/3 Mt divided by 160 equal 5 5/24 Mt, or 5.2083 Mt, per Avenger round. I didn't think a 45mm projectile could do that kind of damage (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
based on realistic numbers of projectiles in terms of TNT or nuclear equivelencies, the creators of FS really didnt average in reality. u would think a nuke the size of a Helios or Harbinger which is used for planetary assults would do more damage to something made of "Metal" no matter where its origin. I mean, like back in 1950 the US ARMY made a nuclear projectile shell that shoots from a tank that is 50MM and yeilds 10kilotons. todays nukes arent much larger and are like 10 megatoins. so i think the damage of these nukes should be GREATLY INCREASD
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New Project Leader of the New Dawn Resolution Project in conjuction with the Metal Siren Network and staff member of The Eden Project.
The Metal Siren Network: Freespace 2: New Dawn Resolution - The Eden Project ("http://www.angelfire.com/realm/nd_resolution/")