Author Topic: New Technology, Original, Implementable  (Read 8231 times)

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Offline Aardwolf

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New Technology, Original, Implementable
I want a new technology that I can implement in an FS2 Campaign (probably for the FSO/SCP version). I've done some thinking about what already exists, and what may have existed but isn't usable by the player. Possibly something that can be controlled by the player without adding complicated event scripts into FRED, or possibly part FRED and part built in, or even entirely scripted in FRED, it doesn't really matter. As long as the player can see the effect of it, I think it might be... helpful.

At the beginning of FS1 this is what I've gathered about technology available to both fleets:

  • Subspace Jump Drives (both inter- and intra-system)
  • Weak lasers
  • Weak missiles
  • Standard (non-subspace) engines
  • Mention of a deflector-array at Ross 128 (in the MX-50 Techroom description)

Introduced or developed over the course of FS1:

  • Shields
  • Better sensors
  • More powerful weapons (primary and secondary)
  • Sheath shielding system (on the Lucifer, but done away with in FS2)
  • Beam cannons (sort of, on the Lucifer)

Introduced at the beginning of FS2:

  • Beam cannons (in greater use)
  • Flak guns
  • Different weapons

Introduced or developed during FS2:

  • Gas miners
  • Corvettes
  • Juggernauts
  • AWACS
  • TAG Missiles (I personally think they're kind of useless and should have just been replaced with a fire-beam-at-target command in the Communication menu, but that's just a matter of opinion)
  • Jump gates
  • ETAK

So, what's a new technology I might be able to add? I'm not limitting myself to only one, but too many might be confusing. Any suggestions?
« Last Edit: July 19, 2006, 10:25:36 pm by Aardwolf »

 
Re: New Technology, Original, Implementable
I'm adding a significant new tech to my campaign, but I'm not gonna tell you what it is!  :p


Hmmm.... what about an acid weapon of some sort? One that lingers and burns through the shield after it hits? I've heard of them in other Sci-Fi stuff and they're deadly...
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Mars

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Re: New Technology, Original, Implementable
Gas miners probably existed before FS2

How about extending on the technology around the UD-8 Kayser,have missileswith sub atomic blasts and such.

 

Offline Aardwolf

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Re: New Technology, Original, Implementable
I've thought about that acid stuff before, and I even tried to implement it, using the Vepar_Impact ani from the mv_(adv)effects.vp file and a modified weapons, ships, and impacts table, and it worked acceptably. The problem was that I couldn't figure out a good launch mechanism, and that it dealt damage in exactly the same way that the other weapons i modelled it after did. It is a neat idea, and I'd like to be able to use it, but I would have to work around these problems to do it.

The other thing about an acid weapon is this: Either I would have to balance it with other weapons, or I would have to make it a significant part of the campaign, but doing both would be difficult. I'm looking for something like the Shivan shield technology, but different: I want something that can be absent at the beginning of the game, can be captured/developed/obtained somewhere in the middle of the campaign, and can be a balanced addition from that point onward. This actually sort of applies to all weapons.

 

Offline Sarafan

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Re: New Technology, Original, Implementable
Well it's not a weapon but it would be a cool thing, thrust vectoring, something like that gliding shivan fighters can do, the Dragon especially.

For a weapon, maybe a missile that knocks shields out.

 

Offline Solatar

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Re: New Technology, Original, Implementable
Not new, but you could balance and create a good working weapon from the fs1 distruptor missile. It wasn't that great in fs1, you could make it a deadly bomb.

 

Offline achtung

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Re: New Technology, Original, Implementable
Shield Jammer?  Microwave Weapon?  Subspace Jammer?  Sticky bomb?  A (Guided) TAG like device that increases a ships EM signature in the Nebula?  Unmanned swarm fighters?  Maybe subspace weapons?

That's all I can think of ATM.

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Re: New Technology, Original, Implementable
I like the "increased EM in nebula" one. A merge of AWACS and TAG tech...
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Aardwolf

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Re: New Technology, Original, Implementable
Interesting ideas. TAG already does what you've described, though, in a way. Some sort of subspace device could fill the role, if done properly. All I need is a good explanation of what it is, how it works (sort of, but not so scientific it can be disproven), and what it does.

Perhaps a shield disruption field, warship mounted, that uses a combination of subspace technology aquired from the shivans (perhaps from a SpaceHunk object left behind after the destruction of the first Sathanas? but then I would need to re-establish a connection with Capella.) and the technology that went into the Circe cannon and the Shield Breaker from FS:ST. The disadvantage of such a device would be its effect on both allied and hostile craft. I'm not even sure, is there an sexp for setting shield strength?

Another subspace technology you mentioned is a subspace jammer; it could have the same origins (from a SpaceHunk) except no Shield Breaker tech going into it. It would have the same effect, however: no jumps for ships on your side either. It would be difficult to script a ship having to jump in at a specific location, so maybe any jump would cause damage to the jumping ship and maybe the crippling of its engines? Still hard to script.

Both of these devices could/would be turned on and off by the ship using FRED sexps, of course.

Sticky bombs and acid weapons still would need to do special damage. Any suggestions for how to do this?

 

Offline Wanderer

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Re: New Technology, Original, Implementable
Some of those could also be used with scripting.tbl, others with armor.tbl and weapons.tbl's less used  options...

Also armor.tbl is very usefull in defining special damages to certain ships from certain weapons. It is very simple to define that certain ships take extra damage from certain weapons.

Distruptors are marvellous (that is weapons that use 'electronics' tag) but they have a small downside... their effect doesnt IIRC care about shields so they are hazardous to the user too.

Different field like effects are also possible.
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Offline NGTM-1R

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Re: New Technology, Original, Implementable
Well, not technically new, but easy to do; surface-to-space missile strikes. :p
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline WMCoolmon

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Re: New Technology, Original, Implementable
Subspace Missiles, perhaps? I imagine Bobb's been waiting for a couple of years for somebody to use those...
-C

 

Offline S-99

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Re: New Technology, Original, Implementable
A shield suppressor weapon should be more refined. I mean, the only way you can shut down shields is if you blast through them, or your the pilot and you turn them off from within the fighter. A more practical shield supression weapon could be like a leach missile, but like you launch it after you punch through the shields and have it do shield subsystem damage. But then again, i could see someone possibly getting away with this by targetting a shield subsystem and launching a stilleto 2 or something.
Speaking of which, how come the shield advanced messes with your electronics and subsystems but not your shield subsystem? Make a an upgrade to the emp advance would do the trick, or a missile dedicated to shield knockage.
A leach laser sucks, i think everyone knows that from how much it sucks and ineffective it is in fs. A leach laser especially takes too much time, and may be pointless as you wont get to seeing the fruits of it's labor as the fighter you're going after will probably be destroyed by alpha one.
Idk, maybe something like "temporal" missiles could be developed. Missiles that could be launched that exist in a different state of time based on the missile's temporal field which would pretty much pass right through shields as if they weren't there(people will know what i'm talking about if they watched star trek voyager and the year of hell episodes with the temporal torpedos).
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Offline Getter Robo G

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Re: New Technology, Original, Implementable
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

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Offline Polpolion

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Re: New Technology, Original, Implementable
You don't really need subspace specific weaponry. The Maxim is pretty much already overkill in that area, but with that stated, you could probably have a toned down version of it (cheaper and your screen dosen't shake when you shoot it). Flak is much more deadly without sheilds (against fighters), and so are missles, so you don't really need any subspace weapons. I suppose it wouldn't be bad having subspace specific ships, like they would have 3 or 4 gun points, relativly no sheilds, but with ultra-high armor and moderate speed (70 to 75 m/s possibly). You could have an ultra heavy-cruiserish (armor-wise; 55K to 75K armor) cap ship, with lots of flak, a couple of AAAs, Maxim turrets (is that allowed?), I suppose you could have an anti-cap beam or two, but it wouldn't be required with all the maxim turrets.

 
Re: New Technology, Original, Implementable
Introducing..... the GTSpcD class of warships! (Galactic Terran Subspace Destroyer)

And yes I think you can mount just about any weapon onto any turret.
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Aardwolf

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Re: New Technology, Original, Implementable
Yeah, I saw that voyager episode. I don't remember it very well, though.

Lots of good ideas, although I don't know how many are entirely practical.

 

Offline NGTM-1R

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Re: New Technology, Original, Implementable
It's also worthwhile remembering that new technology need not be something you can directly see. ETAK wasn't really.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline S-99

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Re: New Technology, Original, Implementable
Idk, some new weapons are more of things that are going to be refined. I mean the lasers in fs1 were total ****, and in fs2 they're the most awesome thing ever. But beams in fs2 qualify as **** until a sequel comes along when they're more refined. Stuff for more refining means weapons that they would put on a fighter but can't. In one of the training missions it mentions why they don't put beam weapons on turrets(because they're too big...why not just give a beam turret a cockpit and engine :lol: ).
But more refined weapons would be completely awesome weapons for capships, but early developed weapons for fighters. Beams for fighters, shield subsystem knockout missiles, but the thing i would find cool as **** would be a primary weapon of long range flak or short range. It'd be sort of like a maxim alternative too, it's slower rate of fire wouldn't shake your ship, and it'd be deadly since alpha one usually can get some dead on hits, and it'd be completely ok if you miss your target slightly...the flak would blow up in proximity.
And the maxim is not a subspace specific weapon. You only fly one mission in subspace out of all fs1 and fs2. Maxim was designed for long range attacks on cruisers and corvettes(any ship bigger than a fighter, and the maxim really does awesome when paired with the morning star that has the same fire rate). Idk what subspace specific weaponry would do actually. you go in to subspace following another ship with your fighter or your cruiser with blob turrets, and i don't see redoing your loadout any time soon, unless it be the missiles that the capship fires.
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.

 

Offline Sarafan

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Re: New Technology, Original, Implementable
How about an AWACS like vessel with subspace inibitor capabilities? That Lamia cruiser Axem is doing would make a great shivan version of this (I already gave this idea there anyway). This wouldnt be used on subspace but outside it, it would ''cut off'' an area of space from subspace making it impossible for any ships to use their drives in that area, this would be perfect for ambushes.