Author Topic: FS2 hot-rodding  (Read 3325 times)

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Offline aldo_14

  • Gunnery Control
  • 213
You have a set number of points to use per ship when building it...

x points for acceleration (x * 1 m/s)
x "       "      " speed
x"        "      " weapons - x per firepoint, and x for each type of weapon supported
and X for shields / armour (armour cheaper - doesn't grow back)

 

Offline Eishtmo

  • The one and only
  • 29
  • The One and Only
    • http://www.angelfire.com/games2/fsarchive/index.html
That's a good idea.  That would keep the ships balanced.
Warpstorm  Bringing Disorder to Chaos, And Eventually We'll Get It Right.

---------

I know there is a method, but all I see is madness.

 

Offline Kabal

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Quote
Originally posted by aldo_14


remote detonated Df missiles with a negative blast, so they pull the craft in range when they blow up :D


would fs2 support that or would the game crash?
Soon the kabal will rule...soon....everyone.....will....DIE!Kabal's House (Samples of my work)

 

Offline Kellan

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    • http://freespace.volitionwatch.com/blackwater
aldo: the engine-killing missile you speak of already exists: FS1's disruptor missile. I loved that thing... :D

Are you now talking about modding FS to support some kind of tournament racing game, then? It'd be pretty cool and different, yet not require too many ship mods. Plus, it would be like wacky races. ;)

In addition to kinetic weapons, disrupting and energy draining weapons would be a good thing to have. However, if you're talking about indirectly killing people by smashing them into things, why not just give them the opportunity to buy guns - only make them so horribly expensive they sacrifice other stuff in return.

And if energy-draining or damaging weapons are to be used, shields should also be available to purchase.

Hell, I'm talking about a 'purchase' and balance system of play that I'm not even sure the FS engine would take. However, I'm sure the source-coders could manage, though it's need a new front-end (or a heavily modified one).

  

Offline aldo_14

  • Gunnery Control
  • 213
Quote
Originally posted by Kellan
aldo: the engine-killing missile you speak of already exists: FS1's disruptor missile. I loved that thing... :D

Are you now talking about modding FS to support some kind of tournament racing game, then? It'd be pretty cool and different, yet not require too many ship mods. Plus, it would be like wacky races. ;)

In addition to kinetic weapons, disrupting and energy draining weapons would be a good thing to have. However, if you're talking about indirectly killing people by smashing them into things, why not just give them the opportunity to buy guns - only make them so horribly expensive they sacrifice other stuff in return.

And if energy-draining or damaging weapons are to be used, shields should also be available to purchase.

Hell, I'm talking about a 'purchase' and balance system of play that I'm not even sure the FS engine would take. However, I'm sure the source-coders could manage, though it's need a new front-end (or a heavily modified one).


Just fiddlin' with an idea, to be honest... it started of as an FS-speed contest for ships mods :D

could pretty easily do a multiplayer thing with a modelled track, like wipout.... actual single player would be a pain in the arse - you'd need to create a long path for a lap, then attack on that (so the computer ship uses its afterburners ;) )...or summat

You could maybe add in a 'buy gun' thing, by using a sort of campaign structure or something...enough points wins a prize.  but it would really have to be multiplayer, I guess.... and I have a 56k :(