Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SausandMush on November 16, 2004, 08:07:04 pm

Title: Special Systems
Post by: SausandMush on November 16, 2004, 08:07:04 pm
Was just wondering - has anyone actually started doing anything on the tertiary/special systems discussed here?


http://www.hard-light.net/forums/index.php/topic,27393.0.html
Title: Special Systems
Post by: Taristin on November 16, 2004, 09:20:39 pm
AFAIK, Phreak began work on it, but has since paused it...

I may be wrong, though.
Title: Special Systems
Post by: phreak on November 16, 2004, 09:52:05 pm
i have no time to work on things these days.  Right now working on the Scroll is taking up most of my free time since we're so close to a release.  Hopefully my schedule for next semester won't be as painful as it is this semester.
Title: Special Systems
Post by: Galemp on November 17, 2004, 03:56:04 pm
Quote
Originally posted by PhReAk
Right now working on the Scroll is taking up most of my free time since we're working so hard on it.


There, fixed it for ya.
Title: Special Systems
Post by: phreak on November 17, 2004, 10:20:16 pm
well we are rather close to a release, which motives me to work on it when possible.
Title: Special Systems
Post by: TopAce on November 19, 2004, 08:57:33 am
Would not these tertiary weapons break game balance?
Title: Special Systems
Post by: Overlord on November 19, 2004, 09:39:48 am
I think they'll only be used on new missions not retail missions.
Title: Special Systems
Post by: Flaser on November 19, 2004, 10:11:16 am
You were never issued special equipment of your choice since you were flying as part of the standard navy assets most of the time, and the same was true for your covert SOC mission - you had to micmic something else.

A merc or a dedicated, special wing though would rely heavly on such equipment.

Ideas:

A true scout squad would heavly use all types of electronic warfare and disguise.
A pirate would likely have a tweakable IFF system, so he can mask as someone else.
Designated commander ships  in a squad would have advanced communication equipment and could issue aproach vectors - though a campaign featuring such a role would require heavy SEXPing.

Elite/Custom ships would be given to aces - so once you reach the status, custom/tuned up ships with some extended equipment would be made availible to you.
Title: Special Systems
Post by: TopAce on November 19, 2004, 11:31:45 am
Why should mercenaries and scouts have such modern equipment?
Title: Special Systems
Post by: Flaser on November 19, 2004, 12:42:38 pm
...not modern. Customized.

Mercs would need it 'cause they would be flying the same ship for each and every mission, or would taylor the ship their group gives them to their own taste - hiring mercs is expensive, running a fleet of your own is even more. So mercs better be good - ergo these people won't put up with basic bones of a fighter, they need some customized meet on it.

Nothing exceptional, but not quite the mass produced standard.

As for scout - did you ever realize how hard it would be to truly detect something in space?
A true scout squad will have to do pretty much the work nowadays assigned to AWACs - althought there are dedicated ships for that purpose, you can't move all these task to these fragile and slow (compared to fighters) ships.

They will also have a dedicatged navigator/electronic officer onboard, who handles all the stuff on the backseat.
Title: Special Systems
Post by: jc4jc on November 20, 2004, 10:31:03 pm
Well I sort of started the other thread as a compain to SG1ED. I though it would be cool to have real IR guilded weapons that require special sensors to hit. Such weapons wound help contribut to long range surgical stikes on larger ships and instalations, as well as ground based targets(bunkers, buildings, etc.). Everything else like secondary reactor selection, different sensor capabilities, and so on where just ideas i thru in... I knew it would require a large amount of coding and I would love to help.. but I am still learing VC/C++ and can't do that much contribut like I wish I could.
Title: Special Systems
Post by: Janos on November 22, 2004, 11:42:08 am
Quote
Originally posted by jc4jc
Well I sort of started the other thread as a compain to SG1ED. I though it would be cool to have real IR guilded weapons that require special sensors to hit. Such weapons wound help contribut to long range surgical stikes on larger ships and instalations, as well as ground based targets(bunkers, buildings, etc.). Everything else like secondary reactor selection, different sensor capabilities, and so on where just ideas i thru in... I knew it would require a large amount of coding and I would love to help.. but I am still learing VC/C++ and can't do that much contribut like I wish I could.


:(
Better area suppression weaponry, thrust vectoring, fire control, ECM, real electronic intelligence, dedicated scout fighters, communications, surgical strikes, blocking enemy transmissions etc.

So much I would love to see in some form or another - many of these can and are implemented one way or another - but can't since I have no skills nor time to learn them.
Title: Special Systems
Post by: Moonsword on November 22, 2004, 11:58:35 am
Thrust vectoring could be simulated with some creative table hacking, I think.  As for blocking enemy transmissions, that's simulated in the SEXPs, not the code, since the computer doesn't work that way... essentially, you code the mission to make it work.

As for the rest, I don't know.
Title: Special Systems
Post by: phreak on November 22, 2004, 12:27:01 pm
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php?pagename=Weapons%20changes
Title: Special Systems
Post by: Darkhill on November 23, 2004, 10:32:16 pm
I've been playing around with these a bit, the booster and turbocharger were easy enough to get working.  The cloak works but could use some fancying up.  Right now in ship_render() I just check to see if the cloak flag is set and if it is just don't render the ship.  Which in practice works fine but the craft just disappear.  What were you trying to do with your cloaking code?  As everybody knows it doesn't work with D3D, all it does is brighten the textures.  I really can't make heads or tails of what you were trying to do.