Author Topic: tertiary weapons  (Read 22625 times)

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Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
I read a story where a P-47 pilot recieved a direct hit to the section right behind his cockpit, blowing open a hole so large that all he could see behind him was sky. He managed to fly back to base and do a normal 3-point landing, but as soon as he hit the ground, the tail sheared off and got dragged along the ground by control cables.

Another P-47 released an armed bomb while it was still on the ground, it blowing up. The pilot got out of the cockpit and walked away without injury. There's actually some pics floating around the web somewhere of that (and it happened more than once, too).

 
I fear I've opened a very divergent can of worms here...

Quote
Sorry I'm rambling. What I think you actually want is a priority system? SO that heavy pulse weapons would put a priority on a cruiser instead of a small fighter while small guns would put a priority on small fighters instead of cruisers?


That'd be great but I'd have a 'buffer distance' included as well so small anti-fighter weapons with high refire delays can stop shooting at big ships and prepare to engage the little buggers once they get into firing range. You don't want fighters waiting on the range borderline of a AAA turret and swooping in as soon as it's just discharged into a cruiser.

Sid.

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Hello there. :) About the cloaking effect: Great! :cool: If a ship can use this should be triggered by an entry in the ships.tbl like this:

.
.
.
$cloakdevice   YES
   +cloaklimit   YES
;; if the ship cloaks only for limited time
      +cloaktime   50
;; max time ship is cloaked in seconds
      +cloakreload   20
;; cloaking device reload time in seconds
   +cloakfireprim   YES
;; if ship can fire primaries while cloaked
   +cloakfiresec   YES
;; if ship can fire secondaries while cloaked
//   +cloakfiretert   YES
;; if ship can fire tertiaries while cloaked
//only if tertiary weapons are added
   +cloakshields   10
;; percentage of normal shields that works while cloaked
(might be above 100 ?)
   +recloaktime   0.1
;; in seconds
   +recloaksound   cloak.wav
;; obvious
   +recloakeffect   recloak.pcx
;; effect for recloaking
   +decloaktime   0.2
;; in seconds
   +decloaksound   decloak.wav
;; obvious
   +decloakeffect   decloak.pcx
;; effect for decloaking
   +cloakedeffect   cloaked.pcx
;; effect for being cloaked
   +cloakedsound   cloaked.wav
;; sound if cloaked ship passes near the player
.
.
.

I think it should be possible to be cloaked for unlimited time (like in WC or Star Trek) and there should also be the possibility to use different effects for activating, deactivating cloak and being cloaked. This way you could for example add a ship to your mod that's completely invisible while cloaked (simple black texture only needed as far as I understood how this works). :cool:

As for tertiary weapons I think they should be real special weapons like the shockwave of the Homeworld:Cataclysm Dreadnought or the main beam of the B5 Excalibur that drains so much energy that the ship is effectively disabled for a minute after firing it. :D
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Flipside

  • əp!sd!l£
  • 212
Just a thought, but would it be difficult to apply a tag to an energy weapon that make's it display a lens flare like the Sun's one? It would be great for some of those really big, slow-firing weapons? Kind of similar to the Siege Cannon in Homeworld?

Flipside :)

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
I'd like to have that, too. :)
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
i do have some of these tertiary weapons ready. all of them still need some tweaking -- here are the tentative table files

cloak device

Code: [Select]

$Name: Cloak Device 1
$Type: 1
 +Warmup Time: 1000   ;;ms
 +Cooldown Time: 5000   ;;ms
 +Lifetime: 30000 ;;ms
 +Flags: ("no aburn" "no firing" "no shield" "uncloak firing" "uncloak aburn") ;;obviously the last 2 can't be mixed w/ the first two
 +Cloak sound: ###
 +Uncloak sound: ###
 +Cloakmap: cloakmap.pcx ;;cloak anis aren't supported yet



boost pod
Code: [Select]

$Name: Boost Pod 1
$Type: 3 ;;gonna change this to BOOST. i have the number here for quick coding
 +Num Shots: 4 ;;number of times this thing can be used
 +Lifetime: 20000 ;;lifetime in milliseconds
 +Max Speed: 250 ;;duh
 +Acceleration: 0.9 ;;duh
 +Flags: ("toggle" ;;able to turn this off
"refill") ;;refilled by support
 +Start sound: ### ;;these are obviously sound.tbl indices
 +Loop sound: ###
 +End sound: ###


extra reactor: this is tricky on how it works. since the game doesn't use the "$Energy output:" field in a ship entry, then i have to edit the regeneration equations

Code: [Select]

$Name: Reactor Pod Type 1
$Type: 8
 +Additional Weapon Power: 50.0 ;;the regen equation acts as the ship has 50 extra units of weapon storage. thus making it recharge faster
 +Additional Shield Power: 200.0 ;;same thing with the shields. except this time its 200.
 +Additional Engine Power: 100 ;;i don't know if im going to use this
 +Augment explosion damage: 1.5 ;;it has an extra reactor. make it blow up better (multiplier)
 +Augment explosion radius: 1.2 ;;multiplier. used for both inner and outer radii

Offically approved by Ebola Virus Man :wtf:
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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
are all of the values interchangable (as in can I have something with some reactor tags and cloak tags) or are they specific to each type, I think they should be interchangeable, but I don't know how easy that would be useing the system you are useing, also I think that classifying this as a weapon system is somewhat inacurate, tactical systems or something like that would be more apropriate, tertiary weapons would be more like countermeasures/mines
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Offline Black Wolf

  • Twisted Infinities
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Awesome :). Will you be accepting submissions and ideas for tertiary weapons?
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
give me ideas BW. i got the stuff in the first post that will be included
Offically approved by Ebola Virus Man :wtf:
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Offline Black Wolf

  • Twisted Infinities
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  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Well, If you're after ideas -

Mine Layer - should be obvious :)

Shockwave - Area suppression device - releases a shockwave from the players ship, damaging everything within a certain radius except the player - useful for breaking up bomber formations, or for taking out fighters on your tail.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Quote
Originally posted by Black Wolf
Shockwave - Area suppression device - releases a shockwave from the players ship, damaging everything within a certain radius except the player - useful for breaking up bomber formations, or for taking out fighters on your tail.


Better yet, an EM field generator. It'll scramble enemy sensors trying to lock onto your vessel within a certain range (pulse really) And can only be used 3 or 4 times.
Freelance Modeler | Amateur Artist

 
Quote
Originally posted by SadisticSid
You also don't take into account the refire rates of some anti-fighter weapons. Even though they may re-designate their targets when fighters come into range, if an AAAf has just fired it leaves a good 15 seconds before it can fire again. Another reason why this tag would be good. ^_^

Not long ago, I hacked my weapons.tbl, changing the AAA weapons to rapid fire, type 0 beams, with no warmup or warmdown, lasting only a fraction of a second, with a refire of about a second. Sort of a beam machine gun, that fires continuously.

Other than making AAA beams non-useless (and yes, IMO, FS2 AAA beams are weak, shield piercing or not), it also neatly circumvents this problem, since it can change targets at will if it needs to shoot at a bomb or something.

In loop1-1, with the Iceni and Asar shooting at each other, this produces an amazingly cool looking AAA exchange, with little blue beams bolting this way and that like crazy, hordes of flak shells exploding (I upped the rate of fire on flak weapons too), fighters darting here and there, and even a few asteroids thrown in. Now that's what I call a space battle!

I'm sure this sounds like something that looks cool but isn't cool to play, but I assure you, it's a lot of fun to play. I was busy shooting at Taurets and Bakhas when I happened to notice how cool this exchange looked.

 

Offline FreeTerran

  • Master of the apocalypse
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:wtf: Why do you post in old threads ?
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Offline Flaser

  • 210
  • man/fish warsie
Quote
Originally posted by FreeTerran
:wtf: Why do you post in old threads ?


Because smg. new may happen after all this time.
BTW this thread is only about a month old.

I highly apreciated his post
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline terren

  • 27
exclent Idea, allowing players to pick a suport system.  so not all fighters have to have CM anymore, you could take anything from a heavy secondary rack, allowing you to have bombs, to a sub space teliporter, suddenly your in weapon range of your target.  light beam weapons, a flak turret, extra layers of shields, or even a nutonian flight system :)

my Ideas

Orbitals:
commonly called 'bits, orbitals are basicly a turrit that orbits your ship outside the shield arc, providing an extra punch and active anti missle defence.  I'm thinking anywhere from 1 to 8 bits depending on which weapon is mounted in them.  1 for maxems and beams, 8 for subach or disruptors.  

Funnles:
A more agressive version of orbitals,  funnles are limited in quantity, they act like miniture fighters and fly after the target, attacking untell the small energy reserves are depleated then self descructing with any remaning fual.  

RWP
Remote Weapon Platforms:
self suficent gun stations mounting 2 weapon turrets, new miniturisation tecnology allows for them to be fighter deploied.  after a short poweron cycle the RWP will engage any hostile target within range.

Meson Bomb:
The 30 second delay on this weapon is suficent for any fighter to clear it's 1000M blast radius.  'let loose the gates of hell'

I think that's all I've got,  hope you find a way to make this stuff work. :mad2: :demonic:

we post in old threads becuse we show intrast in them, becuse we realy like the Idea and dont want it to die, and mostly becuse we dont bother looking at the date before we post.
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Mad? Oh yes quite mad.

 
Quote
Originally posted by terren
exclent Idea, allowing players to pick a suport system.  so not all fighters have to have CM anymore, you could take anything from a heavy secondary rack, allowing you to have bombs, to a sub space teliporter, suddenly your in weapon range of your target.  light beam weapons, a flak turret, extra layers of shields, or even a nutonian flight system :)

my Ideas

Orbitals:
commonly called 'bits, orbitals are basicly a turrit that orbits your ship outside the shield arc, providing an extra punch and active anti missle defence.  I'm thinking anywhere from 1 to 8 bits depending on which weapon is mounted in them.  1 for maxems and beams, 8 for subach or disruptors.  

Funnles:
A more agressive version of orbitals,  funnles are limited in quantity, they act like miniture fighters and fly after the target, attacking untell the small energy reserves are depleated then self descructing with any remaning fual.  

RWP
Remote Weapon Platforms:
self suficent gun stations mounting 2 weapon turrets, new miniturisation tecnology allows for them to be fighter deploied.  after a short poweron cycle the RWP will engage any hostile target within range.

Meson Bomb:
The 30 second delay on this weapon is suficent for any fighter to clear it's 1000M blast radius.  'let loose the gates of hell'

I think that's all I've got,  hope you find a way to make this stuff work. :mad2: :demonic:

we post in old threads becuse we show intrast in them, becuse we realy like the Idea and dont want it to die, and mostly becuse we dont bother looking at the date before we post.


ooh, Gundam stuff......

 

Offline Flaser

  • 210
  • man/fish warsie
My exact ideas :D

Those things are neat by the way.

However this kind of thing should only be availible for the so much rumored gunship class and hyper-advanced crafts that are for Aces exclusivly. *those crafts would suffer from tons of problems, and mission designers should be keen to make the easy seeming life of an Ace pilot a misery :devil:

BTW this thing should be good for frigates. They could be called orbiters or mobile weapon platforms.

Another thing:

We need a more complicated subobject handling!
As long as the pof's restricting the model design some cool stuff is hard to implement

What would this be good for:
-Moving thrusters (Gundem stuff once again:cool: )
-Cranes and manipulators
-Hangar Doors
-Torpedo Tube covers
-Turrets with recoil! ;7 - Erhmm...it was already asked for :rolleyes:
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 
Taken a look at the Colossus recently? That's the finest example of a mobile space-faring mobile weapons platform I've ever seen.

 
Actually, doesn't the Meson bomb have a 2000 metre range?   And isn't that thing larger than an Ursa bomber?  There's probably a good reason why it's so large (critical mass?).  I wouldn't want to be hauling one around.

 

Offline Flipside

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It would be good to see recoil on guns, but would it need to be governed by the firing rate of the weapon attached to it, and the mass of the weapon it is firing?

Flipside :D