Author Topic: What targetting, sensor, and weapon features would you like to see in FreeSpace?  (Read 3174 times)

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Offline S-99

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What targetting, sensor, and weapon features would you like to see in FreeSpace?
There's some awesome targetting features that would make the game a lot more badass, maybe at the price of unbalancing. FS weapons do have untapped potential in my opinion.

Target multiple targets with a combine target feature. It'd be sort of like using target ship in reticle, hold down shift and push the target ship in reticle button again and again to do something like targetting a wing of fighters with each fighter targetted individually. Would be great to do with missiles and bombs. The hornet and tornado launches 4 missiles. So like target a wing of fighters by targetting them individually, and send one tornado to each fighter in the wing to harass and break them out of formation. Combine this with the ability to launch double missile or bomb payloads at one time which already exists in the game, and do something like target multiple subsystems on a capital ship and launch two bombs to do something cool like take out two beam cannons. Target even more subsystems on like a fenris and attack four or more subsystems and turrets on a fenris by launching 4 or 8 tornado missiles at one time repeatedly until stuff is destroyed.

Set a vector for your weapons to follow along the hull of a ship. This isn't very handy unless your flying a capship with slashers, or a fighter with slashers (beam slashers). Basically it'd be a way to get your slashers to follow a designated vector from point A to point B (it'd be a great system to keep your slasher from mostly firing off into the void of space) . You'd just target your capship, set a starting point for your beam, and an ending point. The slasher would follow it from point A in a straight line until it hits point B. In which when it hits point B, the slasher powers down. And you could do other cool stuff like assigning only one firing point for your slasher just by assigning only one vector point for the slasher to follow, effectively turning the slasher into a normal fixed point beam. Be great for causing capital ship wide abuse, and or focusing your beam on a fixed target like a subsystem or turret. I was imagining this feature to be sort of like mspaint's line tool (in which you can make lines by assigning a beginning and an end point, and also that if you just make a beginning point then you just end up with a dot).

Assign turret attack priorities. Should you happen to be flying a fighter or bomber that has a turret, or a capital ship with multiple different kinds of turrets. Being able to assign different attack priorities based on different kinds of threats may be handy for keeping fighters off your ass while persuing a target. And if flying a capital ship, be able to assign different attack priorities based on the weaponry (have a different attack priority for flak, blobs, etc...even beams). This feature would only be handy if you yourself were flying a capital ship or a fighter or bomber with a turret.
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Offline Wanderer

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
First one is very unlikely to happen.

Second one is not gonna happen.

Third one can already be done.
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Offline NGTM-1R

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
ECM.

Hardpoint-based loadout system that allows the selection of gun pods, missile pods, or other stores based on a set number of hardpoints and possibly a mass limit.
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Offline S-99

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
First one is very unlikely to happen.

Second one is not gonna happen.

Third one can already be done.
Buzzkill :rolleyes: I didn't make this thread for totally thinking within the confines of possibility :lol:

Third one i know can be done in fred, and something similar in game you do for capital ships with tag missiles. But, not really as badass interactive as i was imagining. Flying a bomber with a turret, bring up the command menu, and say like there be an entry for turret options, so you can change how your turret behaves on the spot.
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

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
The first one reminds me of first person shooter hacks that paint all enemies as bright red, so they can't hide in shadows. It doesn't sound *that* hard to me to have a toggle that highlights turrets in a color other than battleship gray. Yellow for flak, red for beam, etc would add to the fun.

I don't think they could all be targeted at once, but a filter of some sort would make the existing targeting system far more flexible.

 

Offline S-99

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
That sounds handy. It'd be easier to isolate whatever you had targeted on a bigger vessel. Like, target a turret, and the whole entire turret would turn red.
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.

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Offline IronBeer

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Re: What targetting, sensor, and weapon features would you like to see in FreeSp
I like the idea of a false-color filter.  :nod:
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Offline Aardwolf

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
I'd like an edge-detect-style-filter thing for targeted stuff... Sort of like in the previews we've seen for the new Halo game (ODST, formerly "Halo: Recon") ... basically, there's a 1- or 2-pixel-thick line around the edges of the object.

 

Offline TrashMan

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
Buzzkill :rolleyes: I didn't make this thread for totally thinking within the confines of possibility :lol:

Third one i know can be done in fred, and something similar in game you do for capital ships with tag missiles. But, not really as badass interactive as i was imagining. Flying a bomber with a turret, bring up the command menu, and say like there be an entry for turret options, so you can change how your turret behaves on the spot.

Actually, there as a line in AI: Profiles that enables bomber/fighter turrets to attacks whatever they want instead just what you have targeted. It does technicly require assigning that profile for a mission in FRED (or editing the default profile).

The first one is interesting as it's something that fighters have been able to do in RL for a long while now. You cna sorta emulate it with the new weapons flag for heat missiles - each will find a target independently.
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Offline Qent

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
Actually, there as a line in AI: Profiles that enables bomber/fighter turrets to attacks whatever they want instead just what you have targeted. It does technicly require assigning that profile for a mission in FRED (or editing the default profile).

It's an objecttypes.tbl flag, not AIProfiles.
http://www.hard-light.net/wiki/index.php/Objecttypes.tbl
There: http://www.hard-light.net/wiki/index.php/Objecttypes.tbl#.24Turrets_prioritize_ship_target:

 

Offline ssmit132

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Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
Recently I had a bomber turret shoot down a friendly bomb that I had targeted. :wtf:

 
Re: What targetting, sensor, and weapon features would you like to see in FreeSpace?
I'd like to see a detection range thingy:

Ships get detected from a distance set in the .tbl (which could work like flying in the Nebula)- a non stealth ship with this flag/feature is just a blur on the sensor screen and could only be targeted when close enough.

Code: [Select]
Targetable: 500 ;ship goes from blur to targetable when 500 meters away
I'd also like to see stealth ships appear on sensors as a blur from a .tbl'd distance (also with some optional code in the .tbl).
Code: [Select]
Detectable: 500 ;ship appears as a blur on sensors when 500 meters away
Also:
Code: [Select]
Detectable: 500 ;

Targetable: 100; ship gets detected at 500 meters, but can be targeted only at 100 m or less.
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