Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Deathstorm V2 on July 09, 2003, 03:19:42 pm

Title: ETS Idea
Post by: Deathstorm V2 on July 09, 2003, 03:19:42 pm
I've been thinking about the energy transfer system (cue several jokes about how boring my life is).  My thought is as follows:

If you boost weapons or shields, they recharge faster but if you boost engines, not only do your burners recharge quicker, but you go faster as well.

Does anyone else like the idea that diverting power to weapons or shields improves their performance as well (i.e. better damage output/absorbtion)?

One other thing - is it possible to add another theme to a debriefing?  I want to keep the original three, but have another I would really like to see involved.

Am I just insane?
Title: ETS Idea
Post by: Nuke on July 10, 2003, 12:36:39 am
id like to be able to tweak recharge rates for everything. defined as minimums and maximums based on 0%-100%*factor. id also like to tweak the max speed to energy allocated ratio for various engine power level settings. 33% power is the baseline setting that will equal max speed for a ratio of 1:1. upping the power to 66% could get you something like 1.25:1 and a full 100% something like 1.5:1, just so long as i can tweak the thrust/energy curve.

im full of bull$hit today
Title: ETS Idea
Post by: ##UnknownPlayer## on July 10, 2003, 09:36:08 am
I'd like to see the multiplayer ability to shunt your engines into overdrive and run the risk of blowing them out. It'd need to have a cool effect on the ship though for the explosion, because if the other guy doesn't see me die as a streaking fireball, its not worth it :)
Title: ETS Idea
Post by: Nuke on July 11, 2003, 12:51:55 pm
that would be kinda cool. your engine damage counter will start to count down real fast when in overdrive, then blow out at zero. id like to be able to set afterburner damp factors. so a ship doing 500 doesnt turn on a dime.
Title: ETS Idea
Post by: kasperl on July 11, 2003, 01:06:05 pm
also, reliability for systems (http://www.hard-light.net/forums/index.php/topic,14833.0.html)  might be a good idea....
Title: ETS Idea
Post by: LtNarol on July 11, 2003, 01:11:52 pm
I don't agree so much with the idea of a counter for such an overdrive, but an alternative could be a temperature gauge.  The code side could be something like (not the most efficient way to write it, I know, but more readable):

Code: [Select]

{bool e_failure;
int X=randreal(0.000,0.010) * e_temp;
e_failure=X
return e_failure;}

Thus with the "engine temperature" continuously rising while in overdrive, the risk of a blowout (while still random) increases as time goes by.

Simplified:
Code: [Select]

{int X=randreal(0.000,0.010) * e_temp;
return X;}
Title: ETS Idea
Post by: Nuke on July 11, 2003, 10:59:11 pm
i mean the engine will take damage as long as it is in overdrive. you would have to wait till it repairs itself before engaging overdrive again.
Title: ETS Idea
Post by: StarGunner on July 31, 2003, 11:15:31 am
Quote
Originally posted by Nuke
i mean the engine will take damage as long as it is in overdrive. you would have to wait till it repairs itself before engaging overdrive again.


Whats ETS?
Title: ETS Idea
Post by: Charmande on July 31, 2003, 01:27:47 pm
ETS is the Energy Transfer System, the thing you use page down, page up, home, end, insert, and delete to control while playing freespace.  You can increase energy between Shields, Weapons, and Engines this way.