Author Topic: Some New Ships  (Read 9039 times)

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Offline No_parking

  • Firedancer
  • 25
    • http://www.geocities.com/no_parkinguk /index.html
 
Quote
Originally posted by venom2506:
hey, I read somewhere that if you give a weapon negative damage, it will actually repair your target   you can play this ship then  


If that is true then that would be cool for the repair ship IF woosey would make it.

Also, what about repair drones for fighters and larger ships? they have a tiny beam that looks like it is welding or something? i just throw these ideas in incase anyone wants todot them, even though i will end up doing them... probably, if peoplelike them.  
Look, a FREESPACE....oh wait, No Parking :evil:
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Offline aldo_14

  • Gunnery Control
  • 213
 
Quote
Originally posted by No_parking:

If that is true then that would be cool for the repair ship IF woosey would make it.

Also, what about repair drones for fighters and larger ships? they have a tiny beam that looks like it is welding or something? i just throw these ideas in incase anyone wants todot them, even though i will end up doing them... probably, if peoplelike them.  

Use a short-range slash beam, probably... except you'd have to control it with SEXPs, so it didn't repair oppo ships. A 'no-damage' slash type beam would be quite good for mounting on, say, a Faustus as a scanning beam (i.e. command briefing ani when they are investigating the Knossos).

 The other thing is to have a support ship set as a repair ship, using the 'is-docked'(?) SEXP to heal any ships when it docks.  Of course, this would hurt the balance of the game a bit.

I was going to make a 'tugboat' type ship - with 8 ecxtremely large engines and a huge reactor section - to both 'pull' crippled ships, and to provide additional energy to power emergency systems and possibly some defensive turrets on the towed ship.  would be quite neat for defensive missions.

 

Offline No_parking

  • Firedancer
  • 25
    • http://www.geocities.com/no_parkinguk /index.html
 
Quote
Originally posted by Woomeister:
You can learn to do it yourself now, you do know I have a campaign to run.

Ok, you may not do anything in college butI do, plus I write stories, draw and watch to much anime, explain were i fit the learn part in?

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Offline Woomeister

  • Infyrno Missile
  • 213
    • Inferno SCP
When you get bored, I do have uni studies to do. You can't rely on me forever.

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
 
Quote
Originally posted by No_parking:
Ok, you may not do anything in college butI do, plus I write stories, draw and watch to much anime, explain were i fit the learn part in?


lol... you work at school, you write stories, you draw and watch too much anims... hey wait!!! But that's me!!! Aaaaaaah!!!!
SCREW CANON!

 

Offline No_parking

  • Firedancer
  • 25
    • http://www.geocities.com/no_parkinguk /index.html
[/quote]

Hey, i just made a   little site with one whole pictureon ^-^
 http://www.geocities.com/no_parkinguk/index.html
It's the repair ships
you get a chance, please check 'em out

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Offline No_parking

  • Firedancer
  • 25
    • http://www.geocities.com/no_parkinguk /index.html
Quote

Ok, before i had to head to work and made a cheap site, now i have made it better with more picturesfor ships   enjoy



------------------
Look, a FREESPACE....oh wait, No Parking :evil:
http://www.geocities.com/no_parkinguk/index.html
Look, a FREESPACE....oh wait, No Parking :evil:
http://www.geocities.com/no_parkinguk/index.html

 
 
Quote
Originally posted by aldo_14:
I was going to make a 'tugboat' type ship - with 8 ecxtremely large engines and a huge reactor section - to both 'pull' crippled ships, and to provide additional energy to power emergency systems and possibly some defensive turrets on the towed ship.  would be quite neat for defensive missions.

This gives me a great idea for a SAR craft for my own MOD (engine 'kills' are rather common)...

Thanx aldo!
I told you that It would be done by November, well, mostly anyway...

I'm working on something new... shhhhh, it's a seceret.

 

Offline Kitsune

  • 27
The tugboat idea is good.
Sexp for a beam that has 0 damage a long life, no buildup/cooldown, and really really small fire wait 0.05 or so.  And NO impact explosion.  The ship would need to have it's beams disabled, or only selectivly enabled.

Sexp the turrets to fire at the same weapon turret or subsystem for continuity's sake.
The hauled ship should have a engine subsystem strength of 2% or so with sexps to keep it repaired at 2%.

Then waypoints and capship speed limits.  

Definitely make sure the tugboat can't accept any player orders to attack or capture anything or else it'd run off of the waypoint and the towed ship would keep going.

And I don't think the negative damage modifier would work guys.  I've read alot of posts at the VBB of people trying it but failing.
Though I'm not going to stop anyne from trying it themselves, Nobody's perfect.
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx