Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: nubbles526 on July 23, 2008, 10:02:14 pm

Title: Support Ship - Running out of missiles
Post by: nubbles526 on July 23, 2008, 10:02:14 pm
According to the training missions, the support ship will eventually run out of missiles to rearm a fighter. However, as most of us know, that is not the case. In fact, a lot of realize that this fact does not make sense.

I think it would be kind of interesting to make the support ship 'run out missiles'. Is there a way to do that in FSO?
Title: Re: Support Ship - Running out of missiles
Post by: colecampbell666 on July 24, 2008, 09:24:41 am
It would probably require scripting or a code change, else a flag/SexP in FRED, and it would break game balance. Although, if it departed when out, it wouldn't affect balance, unless it was like Homesick, where you only have one support ship.
Title: Re: Support Ship - Running out of missiles
Post by: Snail on July 24, 2008, 11:25:03 am
I think it would work as a toggleable feature in FRED (similar to "Support Ships Repair Hull").
Title: Re: Support Ship - Running out of missiles
Post by: colecampbell666 on July 24, 2008, 11:41:58 am
That's what I was sorta thinking, with the weapons of a support ship editable from the ships editor.
Title: Re: Support Ship - Running out of missiles
Post by: Solatar on July 24, 2008, 06:37:56 pm
If I ordered the current, empty one, to depart and ordered in a fresh support ship would it have a fresh supply of missiles? It might add something to immersion, but ultimately it'll just make getting a full reload take 10 more seconds.
Title: Re: Support Ship - Running out of missiles
Post by: colecampbell666 on July 24, 2008, 08:02:47 pm
No, I mean have the empty one depart automatically.
Title: Re: Support Ship - Running out of missiles
Post by: Solatar on July 24, 2008, 11:06:03 pm
That still satisfies my conditions except that I don't have to bother ordering it home. Ultimately it would only add a few seconds onto my reload time. Like I said, it would add a bit to realism, but at what gameplay cost?

I'm not shooting the idea down by any means; I like it. I'm just trying to consider different aspects of it.
Title: Re: Support Ship - Running out of missiles
Post by: colecampbell666 on July 25, 2008, 09:16:46 am
I don't think it would diminish from gameplay, as half the time support gets destroyed anyways.
Title: Re: Support Ship - Running out of missiles
Post by: Stormkeeper on July 25, 2008, 12:45:19 pm
Makes the support ship a viable target now too.
Title: Re: Support Ship - Running out of missiles
Post by: BengalTiger on July 25, 2008, 10:38:03 pm
That still satisfies my conditions except that I don't have to bother ordering it home. Ultimately it would only add a few seconds onto my reload time. Like I said, it would add a bit to realism, but at what gameplay cost?

I'm not shooting the idea down by any means; I like it. I'm just trying to consider different aspects of it.

Unless the Support would need 4-5 minutes to get loaded up again.
Title: Re: Support Ship - Running out of missiles
Post by: Colonol Dekker on July 25, 2008, 10:42:19 pm
Which would be fair assuming each wing gets assigned a finite number of support craft.
Title: Re: Support Ship - Running out of missiles
Post by: BengalTiger on July 26, 2008, 02:09:57 pm
More likely each support ship gets a few wings. We'd see more than 1 at a time supplying everyone from Alpha to Zeta if it wasn't that way.