Author Topic: Flying cap ships  (Read 5243 times)

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attack and depart, what more do you need  ::)

 

Offline Nuke

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there are really a few ways to deal with capships in freespace. one way the stick and mouse way, where you fly the ship with the stick and aim some or all the turrets with a mouse. but this sorta misses the entire point of flying a capship. its sorta like a freighter in freelancer, you may have 10 or so turrets at your disposal, but you can only shoot at one thing at a time. capships have a completely different job that a fighter.  a fighter's job is usually to intercept things, destroy small things, defend big things, gather intel for big things and generally keep the space clean enough for big things to operate. classicly in freespace the capships are really white elephants. and if you put two ships on the grid without any waypoints they will just shoot at eachother till one blows up. while it doesnt work too well yet, this way is possible now (im on too that bug now. actually it took me 2 days of reading my code to realize i was on to the bug way back when i stopped coding lua to work with c).

now another way is more akin to mechwarrior, beaning its more about tagtics than good aim. you have a ship, with way more guns and armor that one person should be allowed to control. rather than just click, click, kill, kill. you need to manage energy, heat, damage control, all while manuvering into the best position while coordinating with other capships and fighters/bombers to meet the mision objectives. rather than control all guns at once, you micromanage them. you devide the turrets up into batteries and give each one a job to do or take control of the battery yourself if youre not too busy with other tasks. if your mission is to beam the **** out of something, you might want to do the aiming yourself. while you may command something like the flak batteries or the blob turrets or tell the fighters who to kill and how to link their guns, but dealing with small ships really isnt your job, cept giving them orders through their commander. what you need here is a radar which you may interact with. if a bomber wing jumps in you can click on the wing closest to it and have them deal with it. this way is possible, but im nowhere near to that level of talent.
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Offline Snail

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Well, if we can't do cap piloting, we'll just have to stick with HUD pong. ;)

 
attack and depart, what more do you need  ::)

attack my target
ignore my target
help me out here!
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline Snail

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I don't think a Capship could 'help me out here!' It would probably just follow you around, then squash you.

 
Well I meant attack the attackers that are attacking me
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Snail

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Only if they're big ships, since capitals can't attack fighters.

 

Offline chief1983

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Not with capital beams, but doesn't every capital have anti-fighter weaponry that, if the fighter were in range, would devastate it in seconds if it were fully brought to bear?
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Only if they're big ships, since capitals can't attack fighters.

You haven't played with my stuff yet  :lol:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

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Offline Snail

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What I mean is that they won't move to attack fighters, they would just stay stationary. So unless you've got a modified object types table, then they would just sit there. They would fire their anti-fighter weaponry, but wouldn't try to pursue it.

 
Hmm, here's an idea...let's give the player ship a dummy craft, dock it with a big capship, then move the capship around with the player ship tugging it and order the capship to shoot things?

 

Offline Snail

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That's a good idea.

 

Offline Getter Robo G

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You haven't played with my stuff yet  :lol:

You DO realize that could very well end up in someone's siggy...  :nod:

Personally, I'd rather play with your ships... Stuff will cost you extra! (double for males) ;7

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Offline Snail

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I don't even want to know.

 

Offline S-99

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The mechwarrior way sounds perfect for capships. I mean you can control the ship where it's going while your aiming your turrets with the mouse, but you have to remember that it's a capship, completely different role than a fighter. With capships you usually set out your vector, then you do the aiming with the mouse, until you remaneuver to a new vector and do more shooting, of course if the situation called for it on a difficult mission you could very well aim with the mouse while maneuvering your capship...it just wouldn't be recommended as well since it would be tedious.
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Offline chief1983

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That's very true, if anyone has played Battlefield 1942, that sounds a lot like the way you pilot a battleship or cruiser in it.  Line up the ship to travel alongside another ship or the coast, then aim the big guns and send forth a barrage, and when you're out of range, turn around/re-align/etc.
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Offline JGZinv

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Hmm now we just need a "Commander on deck!" and a bunch
of boots clicking together for a sound file when you dock to
take over the cap.  :)

I wonder if there's a way to switch between turrets, based off the
weapons switching system on the fighters?

Like you dock, then could select individuals - then link them all.
Not sure if that would be the best way of doing it when you have
separate sets of AA, flak, and anti cap weaponry though...
You'd almost need a set of the F keys dedicated to a cap weapons
panel of sorts. For example, F5 = AA, F6 = beams, F7 =cap weapons,
F = all. Then you could narrow it down from there I suppose with the switcher
if need be.
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Offline Nuke

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i think i stomped out the bug in my turret code, unfortuneately i ripped out all the trackrate and angle limiter code in the process. so im gonna need to rewrite those. but i just tested it on an aten and it works.

anyway once the code is back up to its former state of functionality i might make a battery system for the guns, where guns may be grouped into batteries and then ordered to do a partcular task, or directly controled with the mouse. it would be at least part of a tactical control system. i also want a system that lets me set a course with the joystick rather than a direct control, which should free up your stick hand for other tasks (no not that you sick freak :D). then energy management, damage control, and view systems can be implemented. my main concern is all this script would kill your performance down to nothing.
« Last Edit: April 05, 2007, 03:54:51 am by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
You haven't played with my stuff yet  :lol:

You DO realize that could very well end up in someone's siggy...  :nod:

Personally, I'd rather play with your ships... Stuff will cost you extra! (double for males) ;7



HAHAHAHA

That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline chief1983

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Well nuke, if you get good enough at porting to C maybe you could commit it :)
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays