Author Topic: Idea for a space mine.  (Read 5452 times)

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Idea for a space mine.
I was thinking how nice it would be to have real mines in the game but figured without a 'mine' AI it was a lost cause.
but I was wondering if this idea would work:
make a sentry gun with 1 360 degree turret.
Make the sentry gun Stealthed.
fit this turret with a missile launcher.
arm this missile launcher with a V.fast missile with a range of about 100m & a blast radius of about 150m.

when an enemy ship gets to within 100m the sentry gun a missile would streak out and blow up taking out the sentry gun in the blast and hopefully the target ship as well.

so what do you think? would it work?

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Offline Shrike

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A single-shot infyrno launcher.
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Offline Stryke 9

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Maybe a missile with no firing speed! Then you could have ships drop 'em, too! [busily sets out screwing up table file]

 
Sounds like target practice   , give it a shockwave of 1km or more, damage of 1000+ then it would be cool  

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Offline Ypoknons

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You mean no one here has played Ace's first FS1 campaign?

I remember the mine mission.... You had to mine the jump node... If only I did a better job of that hehe...
Long time ago, you see, there was this thing called the VBB and... oh, nevermind.

 

Offline Setekh

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Yep, there were mines in Cardinal Spear. And this huge green plasma cannon...  
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Offline Dr.Zer0

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Quote
Originally posted by Stryke 9:
Maybe a missile with no firing speed! Then you could have ships drop 'em, too! [busily sets out screwing up table file]

ahem... the Doomsday bomb that I made some time back saying
 
Quote
I just made a new remote detonateing bomb that you can just set it run and detonate it. It has no velocity but it fires 50 cluster babys and can be used to shoot down fighters and capships. The DoomsDay Bomb.
that should answer all your questions, I can put it up for d/l if you want me to  

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zero velocity missiles?
hmm interesting. I thought you would have run into them just after launching them? also i thought for missiles the AIs worked out range based on velocity and lifetime. this would mean the AIs would never fire this weapon as it would never be within range?
also can a mission be set up to have bombs in exsistance without having to launch them in game?

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Phil.
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Phil.
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Offline Dr.Zer0

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Quote
Originally posted by WraithHost:
zero velocity missiles?
hmm interesting. I thought you would have run into them just after launching them? also i thought for missiles the AIs worked out range based on velocity and lifetime. this would mean the AIs would never fire this weapon as it would never be within range?
also can a mission be set up to have bombs in exsistance without having to launch them in game?


Thats the fun think   because you can play as your favorite HoL Vasudans and do kamizakize(SP?) by setting the lifetime to 0 and having huge explosions that kill you    

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Offline Stryke 9

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Well, you'd have to make a special minelayer ship with missile banks facing down... and probably a copy of the missile model as a ship, so that you can pace it (kamikaze unit) in FRED. Then you wouldn't need AIs, you could have it run like in whatsisname... Aeos affair... that had Alastors instead but this is better.

 

Offline Ace

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Yep, there were mines in Cardinal Spear. And this huge green plasma cannon..

The reason why Twilight didn't have mines is due to the effective range being too small. (beta testers hated CS' mine mission due to the mines being so small and it's being so hard to properly  detonate them on the Vasudan convoy)

In tBE there will be mines with a shrapnel capacity similar to the Frag missiles in Descent 3.

As for a replacement of the anti-cap ship plasma? Fighter mount beam weapons more then work  

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Offline QXMX

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Quote
Originally posted by WraithHost:
zero velocity missiles?
hmm interesting. I thought you would have run into them just after launching them? also i thought for missiles the AIs worked out range based on velocity and lifetime. this would mean the AIs would never fire this weapon as it would never be within range?
also can a mission be set up to have bombs in exsistance without having to launch them in game?


You could create a pof to make them as a small "ship" type.  Then you could stick them wherever you wanted in FRED2, and tell them to Kamikaze their target, then set the player entry time to a few seconds after the battle starts, so they'll be moving.  I did that with the mines I created, but never fully perfected the magnetic propulsion  



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Offline Nico

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Quote
Originally posted by Ace:
Yep, there were mines in Cardinal Spear. And this huge green plasma cannon..In tBE there will be mines with a shrapnel capacity similar to the Frag missiles in Descent 3.

I hope they're less powerfull lol. We're talking about a one shot 5 kills missile here  

SCREW CANON!

 

Offline Dr.Zer0

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Quote
Originally posted by Stryke 9:
Well, you'd have to make a special minelayer ship with missile banks facing down... and probably a copy of the missile model as a ship, so that you can pace it (kamikaze unit) in FRED. Then you wouldn't need AIs, you could have it run like in whatsisname... Aeos affair... that had Alastors instead but this is better.

Great idea, but I need to learn how to make gun-points on a ship  
BTW you dont you dont have to make a missile as the mine, its better to take the blip or even better to take a counter mesure(SP?), but then you would have to make that gun-point into a fighter bay  

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Offline Stryke 9

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Except that I don't think you can modify countermeasures, and anyway they're not an actual game model (ever flown close behind an enemy fightyer and shot a missile at 'em? You hear the countermeasure drop but nothing happens except that the missile blows up in your face). And the blips don't show up on the game screen, and I don't think you can run into them anyway (like a Pharos, pou can just go through it- I thionk I saw this happen in the- whatsisname, EMP mission- I kept flying straight at what I thought was a bad guy on the radar, only for it to swing behind me after a few minutes) A Cyclops-type thing is just right- I have run into those. Ouch. And a mine would be even nastier (lots of warhead where thruster would be). A perfect anticap weapon.
For the best results, Volition would have to change the AI. But FREDding can produce similar results with some effort.

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Offline Dr.Zer0

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Quote
Originally posted by Stryke 9:
Except that I don't think you can modify countermeasures, and anyway they're not an actual game model (ever flown close behind an enemy fightyer and shot a missile at 'em? You hear the countermeasure drop but nothing happens except that the missile blows up in your face.

Look at the back of your fighter and fire a cm, then you will see  
and why do you think there is a red cm MOD then  

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Offline Stryke 9

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Hmph. I still like my idea better.

 
I really like the Idea of a kamakaze ship.
If done right a mine would try to ram the ship and blow up. now make the mine stealth and give it a top speed of about 5.
(it is a mine after all). Non replenishing afterburners to kick the speed up to around 50 for a few vital seconds then boom.
I reckon a cyclops warhead modified to have a larger blast would be about right. even the GTVA would think twice about a passenger ferry hitting one of it's mines if they put Helios warheads in them. Nice thinking Stryke 9  

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Offline IPAndrews

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Create a nice low poly mine with some good LOD reductions. Change the asteroid.tbl so that your mine model is used instead of the asteroid model. Create an active asteroid field (the kind that actively chucks asteroids at your ships).

I'm sure you can see what I'm getting at.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 
well I've got a preliminary mine model made up. Any design suggestions before I go on?

 

I think it should be about 7m across and stealthed.

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Phil.
  Trust In Me &
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Phil.
  Trust In Me &
  Fall As-well