Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: 0rph3u5 on August 07, 2009, 03:54:15 am
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(http://wo.proxima-fleet.com/wotw/images/site/SoI/randomscreenno13.jpg)
To the ship-list of The Shard Of Infinity (http://www.freespacemods.net/forum/viewforum.php?f=513&sid=cd49dce4fea345098d62324ba7c916a1) I've added the Antaeus from INFA...
Now I'm thinking of adding additional guns to that model to add some the fire power to dogfights with the Ancients and giving it the role of the Enrinies rather than that of an Loki with guns and armor...
So ... if you want to fly this - How would you like your 8 guns split on the 2 primary weapon banks?
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Whilst I prefure the 4 + 4 split. I also like the affect of 8 + 0 with a "cycle" flag weapon.
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Whilst I prefure the 4 + 4 split. I also like the affect of 8 + 0 with a "cycle" flag weapon.
Or, 4 + 4 with cycle (so you get two cycling simultaneously). :)
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I prefer the 4+4 because it works well for multi role use. You can mount an anti-fighter cannon and an anti-ship cannon or a disrupter and an anti-fighter cannon. The 4+4 allows both weapons to be effective and limits the weapons power depletion.
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I also like the affect of 8 + 0 with a "cycle" flag weapon.
8+0 is not going to happen 'cause I already have missions where the Antaeus is armed with Disrupter + Prometheus
"cycle" flag ain't going to happen either (at least for the GTA/PVN weaponary range)
ps. you should know that SoI is doing fine nicely with just FS1-era weapons for GTA/PVN
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4 on the left, 4 on the right ;)
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6 Subachs, 2 Maxims/Kaysers. Or so. Although 4/4 has obvious advantages as well.
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Where are the 7+1 or 5+3 options? XD
Though those are only good if there are centerline mounts.
And functionally, 2+6 and 6+2 are exactly the same, so I don't get why there are two different poll options for it.
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8 bound into one slot. :nervous:
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6/2 2/6
have a "big weapon" in the two and a rapid fire weapon in the 6 to balance power drain. Primeraly would use the 6 bringing in the two if extra firepower is needed
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And functionally, 2+6 and 6+2 are exactly the same, so I don't get why there are two different poll options for it.
THE CANDIDATE SCORES 1000 POINTS!
finally somebody notices - I just like playing such mean tricks once in a while... :D
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Put each one in its own bank!
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Doesn't work.
Maximum 3 primary banks.
Otherwise you'll get an assert, which is bad.
You don't want to have the game crash and go COUNT > MAX_INTS or something.
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How does linked fire work when there are 3 banks?
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It links all three banks.
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How does linked fire work when there are 3 banks?
Refire delay is doubled.
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Oh, really? Put 6 in the first bank, 1 in the second, and 1 in the third... Muahahahaha!
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or how about 4+2+2?
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ive done a 5/6 split on the old chaos fighter and the charlatan has a 21/3 split for lunacy (though the beam weapon never seemed to work right). it can kill really fast. probably raeps balance and its mother too, not that anyone wants to fly such an ugly ship as the chaos or an unbalenced monster like the charlatan.
while a 6/2 config can come in handy, have a bank of big guns like kaysers, you can still keep a tactical weapon while maintaining kill power. i kind of like exotic configurations, care must be taken to balence the ship in other ways, such as weakening its afterburner, shields ect. use the tank formula, balence armor speed and firepower using other ships to determine normal proportions.
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or how about 4+2+2?
That was an idea - but I don't think its possible to link just bank 1&2/2&3/1&3
so I dropped it...
And guys:
FS1-ERA WEAPONS! - No Kaysers, No Maxims, just dogs ... uhm ... Banshees!
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Alright, how about doing a 7/10 split? :nervous:
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or how about 4+2+2?
That was an idea - but I don't think its possible to link just bank 1&2/2&3/1&3
so I dropped it...
i am sorta wondering if its possible to script better weapon linking. if what im thinking will work, it wont require a lot of script, just a few lines.
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6/2 for me. I usually dogfight with Subach's (or the Zod equivalent) so the name of my game is a lot of decent hits (and near unlimited energy).
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My opinion is pretty much an echo, 6+2/2+6 or 4+4 (rare IMO but workable). 6+2 really works like how Nuke says it in a way, added kill power but without wasting too much of the craft's potential on that Circe or Lamprey gun.
The thing I don't like about three banks is that you're wasting valuable seconds changing the gun slot to fire. Granted FS could use a better gun linking system but the only solution I can think of would still make weapon changing slower than it already is.
Since time is one factor that counts in FS fights... heck, some community missions have already shown that every second counts... and even then it's still not enough...
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ONE BANK
EIGHT FIREPOINTS
ONLY BANSHEES ALLOWED
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ive come to the conclusion that how freespace handles weapon bank arming is completely retarded. instead of an int saying which bank is armed and a linked flag, it should just bitflag the banks. doesnt seem like it would be a hard thing to do, assuming the weapon code is well isolated.