Author Topic: New Approach to Freespace  (Read 5151 times)

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Offline phreak

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or any capital if you cut thrust and use the AM streamer
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Offline mikhael

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Bah, the AM Streamer pisses me off. It always makes me blow up. :D

Gimme some Neutron PBCs any day.
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Offline Krackers87

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Quote
Originally posted by mikhael

I don't know. I engaged patcoms at 10kps in Iwar2. Its amazing how much damage potential you have with Aggressor shields and a steady hand on the stick and vector overrides. :D


These are 2 diffetrent games here.
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Offline mikhael

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true, but someone said that dogfighting was hard at high speeds. I have to disagree. in more Freespaceish terms, play any of the dogfights at 4x time compression. Its not that hard. You just have to think fast.
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Offline Woolie Wool

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Quote
Originally posted by DeepSpace9er
PhReAk, change it to some obscure number like 600km or something... so that it doesnt get in the way.

Also, i changed the tables of all Terran ships to test it out and the weapons speed to accomodate. As it worked out, the Perseus reaches a top speed of 745 with after burner on and 650 normally. Its extremely difficult to dogfight at these intense speeds and missiles arent manuverable to hit them. So to compensate im going to turn thier manuverability way down so the missiles have a chance of hitting.  :)


Faster weapons, faster guns, faster and more maneuverable missiles. There, done.:p
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I have an idea.  OMFWTG GASP.

How about you keep the sizes and stuff the same, along with velocity.  Making it too realistic would screw up gameplay.

What I propose is to multiply every number for velocity, size, distance, and the like.  By what number, I don't know, since I'd have to figure it out.  When -everything- is bigger, greater speeds seem the same.  The only problem would be the strain on your computer, but I have a solution for that, too.  :)  Keep the true numbers the same, but modify the engine to that the numbers reported to the player(s) are multiplied by this number.  This will make it seem realistic(er) without making a great change on the engine.  By the way, the adding zero's idea is slightly off because it would screw up the proportions.

Edit:  Shouldn't this be in the SCP forum?
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Offline phreak

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Code: [Select]

 * $Log: ship.cpp,v $
 * Revision 2.94  2003/11/21 22:30:45  phreak
 * changed PLAYER_MAX_DIST_WARNING to 700000 (700km)
 * changed PLAYER_MAX_DIST_END to 750000           (750km)
 *
 * this makes the playing field much bigger
 * this way you don't get the "return to the field of battle messages"
 * in the future we should have the mission designer set this limit

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That's good.
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Offline Unknown Target

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Quote
Originally posted by Johnmike
I have an idea.  OMFWTG GASP.

How about you keep the sizes and stuff the same, along with velocity.  Making it too realistic would screw up gameplay.

What I propose is to multiply every number for velocity, size, distance, and the like.  By what number, I don't know, since I'd have to figure it out.  When -everything- is bigger, greater speeds seem the same.  The only problem would be the strain on your computer, but I have a solution for that, too.  :)  Keep the true numbers the same, but modify the engine to that the numbers reported to the player(s) are multiplied by this number.  This will make it seem realistic(er) without making a great change on the engine.  By the way, the adding zero's idea is slightly off because it would screw up the proportions.

Edit:  Shouldn't this be in the SCP forum?


No, this is all mod.

Anyways, that would work. I wouldn't know. I put an acceleration of 2 and a speed of 17550 :D THAT was funky, hehe.

How about just making missles faster + more maneuverable?

 

Offline StratComm

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Quote
Originally posted by Johnmike
I have an idea.  OMFWTG GASP.

How about you keep the sizes and stuff the same, along with velocity.  Making it too realistic would screw up gameplay.

What I propose is to multiply every number for velocity, size, distance, and the like.  By what number, I don't know, since I'd have to figure it out.  When -everything- is bigger, greater speeds seem the same.  The only problem would be the strain on your computer, but I have a solution for that, too.  :)  Keep the true numbers the same, but modify the engine to that the numbers reported to the player(s) are multiplied by this number.  This will make it seem realistic(er) without making a great change on the engine.  By the way, the adding zero's idea is slightly off because it would screw up the proportions.

Edit:  Shouldn't this be in the SCP forum?


It's been suggested before, but dropped for a couple of reasons:
a) The SCP has decided (correctly IMHO) that the new exe's should play and look just like the old ones if the modder wants it to and
b) standardizing the change of units would be a nightmare and a half to work out.

If someone would want to poke at it, you could modify the necessary displayed numbers by a global constant (loaded from tables, though I don't know where this sort of thing would go, or from an entry in the command line though this blows the consistancy argument out of the water) when printing them out to screen.  But it's a lot of work, and you would have to be extremely careful to not actually modify the numbers themselves.

The other reason for leaving it alone, and one that I subscribe to wholeheartedly, is that "if it ain't broke, don't fix it."  The FS convention has always worked fine for me.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Carl

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Quote
Originally posted by mikhael

I don't know. I engaged patcoms at 10kps in Iwar2.


I-war 2 ships are much bigger than FS2 fighters. the speed is scaled up to a similar proportion as the size of ships i.e. if you double the size of the ship, and also double the speed, it'll be just as easy or difficult to play as if no scaling was talking place at all.
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Offline Setekh

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Quote
Originally posted by mikhael
true, but someone said that dogfighting was hard at high speeds. I have to disagree. in more Freespaceish terms, play any of the dogfights at 4x time compression. Its not that hard. You just have to think fast.


No kidding. I've done that by mistake a few times - you get used to it before long. Aspect seekers help, too. ;)
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Offline mikhael

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Quote
Originally posted by Carl


I-war 2 ships are much bigger than FS2 fighters. the speed is scaled up to a similar proportion as the size of ships i.e. if you double the size of the ship, and also double the speed, it'll be just as easy or difficult to play as if no scaling was talking place at all.


Freespace fighters and IWar2 fighters are about the same sizes. Sure Patcoms are bigger, but 10km/s is a hell of a lot faster than 75m/s. Of course, it doesn't hurt that in an AdPat you basically dance through dogfights because the beast turns on a dime and revectors as if it had no inertia. Way too bloody powerful, the AdPat. :D
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Offline karajorma

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What do you expect of a ship corvette size that could take down cruisers easily?. Big ships were only a threat when they were present in large numbers :D
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Offline phreak

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:wtf: thats what the anti-matter remotes are for ;)
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