Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Taristin on October 02, 2003, 07:49:09 pm
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Is it at all possible to allow for linked secondary weapons? It would be very similar to primary linkage, save that a firewait for one would count for both/all three (for balance), and certain combinations are not allowed?
Does anyone else think this could be fun? I can imagine firing 4 Helii, or 16 Hornet missiles at a hapless foe.
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It would screw up the aspect seeking system...
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Not to be a complete @$$ but, why?
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I see the merits I guess, but here's another problem. How would you link 2 given bays on a ship with 3 secondary slots? I think this is the problem with 3 primaries on player ships as well, though there may be other difficulties involved.
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Just specify that only like equiped banks can be linked.
1.Hornet
2.Hornet
3.Trebuchet
In this example Banks 1 & 2 would be linkable.
1.Treb
2.Harpoon
3.Treb
In this one Banks 1 & 3 would be linkable.
Of course this could mess up the TBL file even more than it already is.
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There's benefits, of course, but there's so many problems to deal with with such an idea...
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And wouldn't it blow up the gameplay like my 'Update the Ai' idea? Imagine as how you fire Cyclops from all your three banks at once(Slaying Ravana).
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hmmm...
we'd need a link secondaries key. i dont want to hit my next secondary key like 6 times to go from bank 1 to bank 3.
as for the aspect lock, it should go by whatever weapon selected has the longest aspect lock.
AI would be another story :rolleyes:
order it would do:
1,2
2,3
1,3
1,2,3
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I like that Idea. Even now, fighter planes are able to track multiple target and fire more than one missile at once. Linked secondaries should at least be possible with missiles that don't require a target lock to fire them. Alphastrike!!:D
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i was also thinking that if you link multiple banks, the fire wait would be multiplied by the number of banks. this way it could balance the game out more.
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multiple targeting? wouldn't that get a bit...confusing?
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that could be cool
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You'd have to distinguish one lock retical from the other... different colors maybe. You also could somehow have the primary lock resolve the targeted object, and the secondary lock target whatever it feels like? In modern combat aircraft, you either have a radar officer co coordinate multi-locking, or a good ranged radar system. Plus you only have about 6 shots of decent homing munitions. So you'd take a lot of time to resolve the lock (could be done from outside weapons range, and transfered to the missile guidance before launch) or have a dedicated weapons officer, but in any case multi-targeting while dogfighting is not something that is easy to do. If it were to be implimented in FS2 you'd have to make a secondary target display as well as raising numerous other difficulties. Being able to shoot non-aspect seakers without breaking the aspect lock would be a useful feature though I think, if heatseakers didn't automatically home in on your target if it is in you field of view.
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There is an easy way to implement linked secondaries. Add 3 keys for linking. Then, pressing any one of the key toggles a bank on and off. If two banks are selected and a key is pressed, the first one activated will be deactivated.
As for balance, I'd suggest making it cumulative...the first bank would take the normal amount of time, the second bank would add 1.5 times its normal lock on time, a third would add 1.5 times its normal lock-on time, etc etc.
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Uhh, carl? No. Not more than one target, just more than one missile bank for chasing the _one_ target... Like what they are all posting. Could be real fun *imagines 6 EMP's*
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on a related note, is there any way to disable linking primaries? as a table entry perhaps.
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...? :wtf: Choose one, the other or both... No need to disable it...
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Originally posted by Raa Tor'h
...? :wtf: Choose one, the other or both... No need to disable it...
I think he may mean what if you want to have a ship where only one bank of guns can fire at a time. There's no way to stop the player from linking both together.
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one problem is, a bomber wing could fly in, fire off 4 helios's each, and take out anything smaller than a destroyer. intercept missions would be too hard, and bomber missions too easy.
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's why it would have to be restricted to fighters? Or non-'big ship' weapons...?
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You could just fire a double-burst of any one bank (ie 16 hornets or 4 Harpoons), so that the cross-weapon lock time thingy doesn't matter at all. I think it would just help the "gunship" side of things (these massive player ships that people are making), 'cos they're fundamentally limited by only being able to fire (eg) one pair of tempests at a time - a contemporary helicopter gunship (apache / tiger / hind etc) can fire a whole bank of rockets off at once, so why can't a bleeding-edge futuristic space combat craft do the same? Of course, there'd have to be setbacks - double re-arm time between shots for seeking weapons, and very rapid ammo drain for dumbfire ones.
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Originally posted by Raa Tor'h
...? :wtf: Choose one, the other or both... No need to disable it...
...if the ship only has two secondary banks. Some ships have three banks of secondary weapons.
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He said primaries...
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As much as I thought about this idea...it seems like it would destroy too much of the dynamic that we're used to.
If you do link your secondary slots, you have problems like what happens when you have bombs and interceptor missiles. Do both get locked on? Should there be a lock on penalty regardless of the types being locked? If one set is locked before the other set...what happens?
One of the ideas I don't know at the moment. There has to be some limitations to the way you fight...I believe this to be one of them.
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Well, I won't be heartbroken if it doesn't get implemented. I just thought it could be fun 's all...
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i would like to see this. im starting T&L for OGL soon so its gonna be a while before i do stuff
well here would be the cases
aspect missiles cant be mixed with other homing modes, but you can mix heat and dumbfire. (dunno why)
cant link fire for remote detonate weapons or bombs, unless linked weapons are all remote detonate or bombs.
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Bombs with "Big damage" or whatever cannot be linked, to make bombing balanced, too. Right?
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Why don't you make it simple and allow linking for same missiles - i.e. - you have 3 banks, two are Harpoons, 1 is Helios...
You can't link Harpoon and Helios, only Harpoon and Harpoon