Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: z64555 on June 15, 2012, 05:33:23 pm

Title: The "Unique" Secondaries Thread
Post by: z64555 on June 15, 2012, 05:33:23 pm
I hereby challenge FlamingCobra to create a brand new, fully functional missile/secondary that is unique.

Failure to attempt this challenge will most likely result in eternal ridicule.  :)

Achievements include learning how to mod, among a whole host of hidden benifits.
Title: Re: FlamingCobra's Missile Challenge
Post by: headdie on June 15, 2012, 05:42:43 pm
I demand to see the conversation that sparked this challenge
Title: Re: FlamingCobra's Missile Challenge
Post by: z64555 on June 15, 2012, 06:20:18 pm
Naturally this comes after I had to reboot Mibbit.  :mad:

Here's the convo during the challenge, don't know if we can save anything before that, tho. http://pastebin.com/HaezbASr (http://pastebin.com/idLE7mCS)

Edit: FCobra managed to grab a bit more before that
Title: Re: FlamingCobra's Missile Challenge
Post by: Qent on June 15, 2012, 09:19:34 pm
Can we help? Or does the act of sharing an idea make it non-unique? :P
Title: Re: FlamingCobra's Missile Challenge
Post by: BlasterNT on June 15, 2012, 09:26:46 pm
Just a note, but you can grab a free legal copy of Max if you're a student at the Autodesk Education website. 
Title: Re: FlamingCobra's Missile Challenge
Post by: z64555 on June 15, 2012, 09:36:14 pm
Can we help? Or does the act of sharing an idea make it non-unique? :P

Others can help, but try not to overdo it or you might end up distracting him.

Just a note, but you can grab a free legal copy of Max if you're a student at the Autodesk Education website. 

This is new, what's the limitations on it?
Title: Re: FlamingCobra's Missile Challenge
Post by: Thaeris on June 15, 2012, 09:38:14 pm
Protip: Max != making good models

Fight the system! Use free or inexpensive software!
Title: Re: FlamingCobra's Missile Challenge
Post by: Nuke on June 16, 2012, 12:12:04 am
max == godness.
im still fighting the system, but in a different way.
Title: Re: FlamingCobra's Missile Challenge
Post by: FlamingCobra on June 16, 2012, 09:04:11 am
Max is generally better than blender. Aw hell Rhino is better than blender :P

Anyway max offers a 30 day free trial so that will suffice.
Title: Re: FlamingCobra's Missile Challenge
Post by: MatthTheGeek on June 16, 2012, 09:46:14 am
I predict this thread will end up in a "my modelling program is better than yours" flamewar in 3, 2, 1...
Title: Re: FlamingCobra's Missile Challenge
Post by: z64555 on June 16, 2012, 10:58:13 am
I don't care what modeling program he uses, as long as he gets 'r done.
Title: Re: FlamingCobra's Missile Challenge
Post by: BlasterNT on June 16, 2012, 03:16:31 pm
Just a note, but you can grab a free legal copy of Max if you're a student at the Autodesk Education website. 

This is new, what's the limitations on it?

Quote
You must be one of the following: (a) a faculty member; or (b) a student; or (c) an Autodesk Assistance Program participant. 
 

But other than that, it's the full program.  The license lasts for a year, at which point you need to request a new one (it's easy though, just push a button). 
Also, they state that you're only allowed one license per user per program, but I've successfully activated multiple installs.  Oh, and this applies to basically every Autodesk program in existance as well, not just max. 

ontopic:

Hmm.  Something like a gravity missile, or a missile that plays with the physics of the target would be interesting.  Scripting?
Title: Re: FlamingCobra's Missile Challenge
Post by: Dragon on June 16, 2012, 05:17:02 pm
Already done, with an obscure Black Hole Bomb by Steve-O.
Title: Re: FlamingCobra's Missile Challenge
Post by: JGZinv on June 16, 2012, 07:37:43 pm
*cough*

A missile that when hit turns your IFF to an enemy from your own team so your own AI turns on you and kicks your aft.
Title: Re: FlamingCobra's Missile Challenge
Post by: Oddgrim on June 16, 2012, 07:41:46 pm
so this is a idea thread now? what about a missile that functions like a magnet or a harpoon.?
Title: Re: FlamingCobra's Missile Challenge
Post by: Rga_Noris on June 16, 2012, 09:06:14 pm
What about a missile that requires you to target an enemy, and then keep in the center of your HUD for a few seconds until it can lock on? Just a thought.
Title: Re: FlamingCobra's Missile Challenge
Post by: Droid803 on June 16, 2012, 09:14:37 pm
A missile that fires backwards.
As in, goes from the enemy ship towards you and you catch it to do damage to the enemy.

Don't ask how that is supposed to make sense. Or work.
Title: Re: FlamingCobra's Missile Challenge
Post by: Axem on June 16, 2012, 11:37:03 pm
Ooooh no, I know where that idea's going...

(http://media.tumblr.com/tumblr_lwvhoet8Cm1qcscw9.gif)
Title: Re: FlamingCobra's Missile Challenge
Post by: Cyborg17 on June 17, 2012, 12:04:52 am
Perhaps a missile that adds health to the enemy?  Or improves armor resistances?  Designed to be used on cruisers.
Title: Re: FlamingCobra's Missile Challenge
Post by: Legate Damar on June 17, 2012, 12:09:11 am
Or a missile that sends targeted ships into subspace
Title: Re: FlamingCobra's Missile Challenge
Post by: Cyborg17 on June 17, 2012, 12:10:23 am
Or keeps a ship from being able to use subspace.
Title: Re: FlamingCobra's Missile Challenge
Post by: JGZinv on June 17, 2012, 12:49:57 am
A missile that makes a clone of you ship... a decoy launcher.
Title: Re: FlamingCobra's Missile Challenge
Post by: mormon_boy on June 17, 2012, 01:09:21 am
3 ideas
1st a missile that launches you (instead of the other way around)
2nd a weapon that uses magnets, tractorbeams, teleporters (or what ever else is convientient) to turn floating debris in to high speed projectiles especially fun when you can chuck derelict capship hulks at an approaching squadron of fighters
3rd a heatseeker that instead of blowing up lets you subspace behind your target
Title: Re: FlamingCobra's Missile Challenge
Post by: Droid803 on June 17, 2012, 01:53:34 am
Manually flown missile.

Fire, and then you control the flight of the missile and try to ram into things, after which you regain control of the launching ship.
Title: Re: FlamingCobra's Missile Challenge
Post by: Alex Heartnet on June 17, 2012, 03:07:28 am
All-aspect missiles.  Short range, but can target ships in ANY direction (even behind!)

Dogfighting mines, like the ones found in Freelancer.  Anti-fighter weapon that homes in on the nearest fighter, but travels fairly slow.  Will track the nearest target - regardless of IFF codes.  Extremely difficult to use effectively, but devastating if used properly.  Moderately effective against larger targets in much the same way as hornets.  Notoriously dangerous to use - the mine can very easily end up blowing up a wingman, or even the fighter that dropped it!

Energy Gattler Cannon:  Uses an array of expendable superconductors to achieve a very rapid and constant barrage of energy bolts for low power draw, but runs out of ammo quickly.  Will never overheat, as ammo supply runs dry far before this could possibly happen.  Replacement superconductors/ammo are cheap enough for this weapon to be in common usage.  If your ship can carry enough ammo so that your Gattler doesn't run dry after one minute, then your ship is big enough to carry more then one Gattler.
 - Assault Cannon:  Heavier vessels have been known to mount a bulkier variant that replaces the expendable superconductors with a dedicated reactor.  However, this takes up a lot of space inside the vessel, and damage output falls slightly short of the Gattler Cannon.  And the space the Assault Cannon uses up could instead be used for other things, like an internal missile magazine or a secondary general-purpose reactor.  Despite all this, the Assault Cannon is a fearsome weapon, possessing the raw power of a Gattler Cannon without ammo limitations.

Interdictor missile:  Tactical weapon to prevent ships from fleeing with their subspace drives.  Creates a localized subspace distortion that prevents all ships in the immediate vicinity from entering subspace, at least until the field wears off.  Ships that are already in subspace, and pass through the field, are forced out of subspace.  Ships hit by this can either try and hold off until the field wears off, or try and escape the interdictor field.
 - Interdictor mine:  Variant used for ambushes.  Detonates when something zooms by within subspace, forcing the ship (and most likely the rest of the convoy) out of subspace.  Unable to distinguish between a trade convoy and a destroyer battlegroup, and once it goes off it has the same effects on the ambushers as a interdictor missile would.
 - Interdictor Generator: Once brought online, stays online.  Standard defense for stations, planets, and destroyers.  Also prevents the ship using it from entering subspace while it is online.

Hardened Missile:  Expensive missile category that packs extra ECCM (Electronic Counter-Counter Measures).  As a result, it can engage hostile targets regardless of countermeasure flares or ECM.  Its cost keeps it from being deployed often.

Nanite Missile:  Instead of explosives, this missile carries a supply of 'Grey Goo' that dissolves the target vessel over time.  Also tends to keep repair crews busy trying to contain the damage.
Even without repair crews present, thermodynamics keeps a single missile from dissolving an entire warship, and destroying an entire planet with these things alone is out of the question.  Nevertheless, this is still a hazardous weapon to carry around with you, as its self-replicating nature makes industrial accidents involving it very difficult to clean up.

Probe:  Not a weapon at all, but an expendable satellite for starships to launch to scout ahead of them.  Desperate starship crews have used these as improvised weapons, as the high speed at which they travel is enough to cause significant damage.

Mining charge:  Improvised weapon normally only seen used by miners trying to defend their claims, or by pirates.  Industrial explosives aren't purpose-built to destroy starships, but they are still capable of creating quite the blast.  Some pirates have even created cheap missiles out of these things by removing the thrusters from an spacesuit, and placing them on the mining charge.

Missile Economy:  Pirates and other unlawful elements are always in need of ammunition, but can't use electronic credits to buy stuff as their electronic bank accounts have long since been frozen by the authorities.  Therefore, they often use missiles as a medium of exchange.
Title: Re: FlamingCobra's Missile Challenge
Post by: z64555 on June 17, 2012, 10:34:51 am
Posting for its glory: http://mibpaste.com/3pSo14 (http://mibpaste.com/3pSo14)
Title: Re: FlamingCobra's Missile Challenge
Post by: Qent on June 17, 2012, 12:29:53 pm
Local SSM, but stage 5 is a beam cannon.
Title: Re: FlamingCobra's Missile Challenge
Post by: mormon_boy on June 17, 2012, 03:06:57 pm
the reality re-arranger missile: when the missile hits a target the target gets swapped with an alternate reality version of itself that also just got hit by a reality re-arranger missile. this alternate reality version could be any where along the spectrum of loyalties, combat strength, and appearance
Title: Re: FlamingCobra's Missile Challenge
Post by: JGZinv on June 17, 2012, 03:20:06 pm
The MLP Missile.

You get hit with it and your ship turns completely pink and spews sparkles for thruster trails.

The Invertrix

Get hit with it and all your player controls get inverted or swapped with another key.
Title: Re: FlamingCobra's Missile Challenge
Post by: Jadehawk on June 17, 2012, 06:50:53 pm
Id like to see a Sleeper missile. One that is invisable on scanner. but get close enough, you can see it shimmer some. Once it's in attack mode, you can see their exhaust plume. Good for targeting. It's primary purpose is to engage convoys when they cross their paths from jump node to jump node. When one Sleeper Missile tracks a Convoy or ship, it will also relay info to nearby Sleeper misslies and they engage as well. They are also hardened missiles and it takes 3 to 4 shots from cannon fire to destroy them. But you first need to find them too :)
Title: Re: FlamingCobra's Missile Challenge
Post by: mormon_boy on June 17, 2012, 07:46:17 pm
Id like to see a Sleeper missile. One that is invisable on scanner. but get close enough, you can see it shimmer some. Once it's in attack mode, you can see their exhaust plume. Good for targeting. It's primary purpose is to engage convoys when they cross their paths from jump node to jump node. When one Sleeper Missile tracks a Convoy or ship, it will also relay info to nearby Sleeper misslies and they engage as well. They are also hardened missiles and it takes 3 to 4 shots from cannon fire to destroy them. But you first need to find them too :)
see WCsaga's infamous "skipper" missile
Title: Re: The "Unique" Secondaries Thread
Post by: z64555 on June 17, 2012, 07:50:57 pm
Seeing lots of different types of missiles here, many of them doable in FSO already.  :yes:
Title: Re: The "Unique" Secondaries Thread
Post by: mobcdmoc3 on June 17, 2012, 08:18:45 pm
Missile Scrambler Missile - Upon detonation, the missile immediately forces target loss on any already fired hostile missiles. Could be useful for covering teammates from Piranha spam or trebuchets

Beacon Missile - Should something get hit by this, a target will be more easily locked on to by other missiles. Countermeasures will be reduced in effectiveness. Could be useful to assist bombers or to knock out faster ships.
Title: Re: The "Unique" Secondaries Thread
Post by: mormon_boy on June 17, 2012, 09:26:10 pm
the crazy spam missile: sets off an EMP that forces all of the surrounding fighters to randomly target and spam fire all of their missiles
Title: Re: The "Unique" Secondaries Thread
Post by: z64555 on June 17, 2012, 09:31:53 pm
Beacon Missile - Should something get hit by this, a target will be more easily locked on to by other missiles. Countermeasures will be reduced in effectiveness. Could be useful to assist bombers or to knock out faster ships.

So, something like a TAG 3 with counter-counter measures?
Title: Re: The "Unique" Secondaries Thread
Post by: mormon_boy on June 17, 2012, 09:57:47 pm
anti-missile missile: fires a swarm of highly manuverable high speed homing missiles to intercept anti-capital ship missiles (really wish i has one of these in WCsaga)
Title: Re: The "Unique" Secondaries Thread
Post by: Hellequin on June 18, 2012, 12:11:46 am
Missile that gets close to the target then matches speed but doesn't explode and just stays on the fighter's tail to freak out the pilot.
Missile tag with replay function. All weapon fire goes to the target. Fifth Element anyone?  ;)
Title: Re: The "Unique" Secondaries Thread
Post by: mobcdmoc3 on June 18, 2012, 12:48:40 am
Beacon Missile - Should something get hit by this, a target will be more easily locked on to by other missiles. Countermeasures will be reduced in effectiveness. Could be useful to assist bombers or to knock out faster ships.

So, something like a TAG 3 with counter-counter measures?

I guess that's a simple way of putting it. Just that the counter-countermeasures wouldn't be flawless. I was just thinking more along the lines of Mechwarrior's notorious narc beacon.
Title: Re: The "Unique" Secondaries Thread
Post by: mormon_boy on June 18, 2012, 12:57:11 am
foam missile: on impact it suddenly sprays aggressively expanding sticky foam to force the ship apart from the inside like and explosion just slower and more lethal(super high tech versions summons large uranium balls into existence instead)
Title: Re: The "Unique" Secondaries Thread
Post by: Killer Whale on June 18, 2012, 07:48:38 am
Buzz droids (except their for cap-ships, not fighters)
Title: Re: The "Unique" Secondaries Thread
Post by: Legate Damar on June 18, 2012, 09:24:36 am
Stasis missile: Freezes an enemy ship in place, disabling weapons and all other capabilities for a minute but also makes it invulnerable.
Title: Re: The "Unique" Secondaries Thread
Post by: Trivial Psychic on June 18, 2012, 07:39:51 pm
I've suggested this one before... Cluster TAG.

The TAG-D or "Cluster Tag" as its unofficially known, uses the Piranha missile as a basis to launch a number of heat-seeking TAG-A variants, allowing an entire wing of bombers to be tagged at the same time.  The main warhead is made even more deadly, by an EMP charge accompanying the release-detonation.  Therefore, a successful TAG-D deployment against an enemy bomber wing, will initially result in a scrambling of their targeting and the disabling of any nearby warheads.  Soon after, the disoriented bombers are struck by the TAG-Ax child missiles, followed by a concentrated barrage of AAA fire from any slaved turrets.  The TAG-D is currently undergoing combat evaluation with Special Operations Command in the Nebular Theater, pending more wide-spread deployment.
Title: Re: The "Unique" Secondaries Thread
Post by: Aginor on June 19, 2012, 06:43:19 am
I love this thread, there are lots of great and funny ideas here!
My idea was having a missile that changes the IFF code of the ship for a few seconds, making the AI attack it.
Or a missile that can be launched, holding the trigger to let it explode on release in a distance you want, and then having either submunitions (like the missiles in Wing Commander Prophecy that spawn 4 IFF missiles) or a big explosion that doesn't much damage. So you could kill swarms of attacking missiles or something.
I don't know if such things exist already, my knowledge of Freespace is pretty limited.
Title: Re: The "Unique" Secondaries Thread
Post by: Oddgrim on June 19, 2012, 07:26:51 am
A missile that fire delicious biscuits , making the enemy or all enemys in the area chase after it.
Title: Re: The "Unique" Secondaries Thread
Post by: headdie on June 19, 2012, 07:59:49 am
I love this thread, there are lots of great and funny ideas here!
My idea was having a missile that changes the IFF code of the ship for a few seconds, making the AI attack it.

cool idea

Quote
Or a missile that can be launched, holding the trigger to let it explode on release in a distance you want, and then having either submunitions (like the missiles in Wing Commander Prophecy that spawn 4 IFF missiles)
thats pretty much every area suppression missile works by you pressing to fire then pressing again to detonate.  see FS1 synaptic missile for homing sub munitions.

Quote
or a big explosion that doesn't much damage. So you could kill swarms of attacking missiles or something.
I don't know if such things exist already.

not seen in use but is possible by giving every missile hitpoints for example spoon's WoD lets you gun down most if not all missiles
Title: Re: The "Unique" Secondaries Thread
Post by: Legate Damar on June 19, 2012, 11:29:56 am
A missile that temporarily overrides control of an enemy turret, causing it to fire on its allies.
Title: Re: The "Unique" Secondaries Thread
Post by: --Steve-O-- on June 20, 2012, 12:47:37 pm
or missile that is a little more than a rocket attached to a septic tank, open detonation it fills the area with horrible stink clouds and makes the battle space completely uninhabitable. EVERYBODY gives up, goes home and showers for a week straight. many will have nightmares afterwards, and for some the smell will not come off. this would be perfect for planetary bombardments.

more serious now, a mine that fires and explosively formed penetrator at its target when it enters the kill bubble. kinda like a one shot deployable sentry turret.

Title: Re: The "Unique" Secondaries Thread
Post by: starlord on June 20, 2012, 01:15:58 pm
I would see use of one weapon, but as I see it, it would only be useful in multiplayer (except perhaps if scripting is involved):

A "blinder" missile. a bit afin to the flash missiles in descent 2.
Title: Re: The "Unique" Secondaries Thread
Post by: JGZinv on June 20, 2012, 09:47:29 pm
A bounce back missile:  (two types)

A. you fire it at enemy ordinance and it makes sort of a water ripple effect, sends the ordinance back where it came.

B. you fire it forward, it goes X distance, then flips over and reverses back behind you to attack anyone there.


Missiles that become shield bits from Gundam.... nuff said.


My idea was having a missile that changes the IFF code of the ship for a few seconds, making the AI attack it.


A missile that when hit turns your IFF to an enemy from your own team so your own AI turns on you and kicks your aft.

O really....
Title: Re: FlamingCobra's Missile Challenge
Post by: Alan Bolte on June 20, 2012, 10:06:12 pm
Perhaps a missile that adds health to the enemy?  Or improves armor resistances?  Designed to be used on cruisers.
I made a heal missile using scripting, it's pretty easy. One of these days I'll get around to making a better heal gun mission than just altering one from the main campaign.

Here's one I couldn't figure out: a mine which deploys dozens of smaller mines in a 100m radius. With multiple ships dropping them, the engine just can't handle hundreds of secondaries all appearing on screen within seconds of each other. I tried to abstract it into a single object that causes damage as ships fly through it, but I couldn't figure out a good way to do the collision detection.
Title: Re: The "Unique" Secondaries Thread
Post by: Legate Damar on June 20, 2012, 10:40:03 pm
A missile that homes in towards the direction of the sun and causes a supernova.
Title: Re: The "Unique" Secondaries Thread
Post by: JGZinv on June 20, 2012, 10:58:26 pm
A missile that makes all AI fly in reverse only once hit with it, for a decent duration.


A portal missile. Shoot ship - ship warps out.  Shoot another missile and 5 seconds out it warps in the hit craft at that location.
Title: Re: The "Unique" Secondaries Thread
Post by: Alan Bolte on June 21, 2012, 12:34:58 am
Now if you want wacky:
Facehugger missile: on a hit, does little damage but starts a timer. When the timer reaches zero, MASSIVE DAMAGE, and damaged or destroyed target spawns a microfighter.
Title: Re: The "Unique" Secondaries Thread
Post by: Aginor on June 21, 2012, 03:56:05 am

My idea was having a missile that changes the IFF code of the ship for a few seconds, making the AI attack it.


A missile that when hit turns your IFF to an enemy from your own team so your own AI turns on you and kicks your aft.

O really....

Ya rly.
I never mentioned I was the only one with that idea and to be honest I think I read this thread fast enough that I might have overlooked your gramatically a bit... creative sentence. :)