Author Topic: Random feature requests  (Read 11915 times)

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Offline Fury

  • The Curmudgeon
  • 213
Random feature requests
List of primary feature requests

Please let us have proper missile thrusters again. We haven't seen them since retail and early mediavps. Back in retail missiles had modeled thruster cones that had a thruster effect like ships did. This is still possible to do with or without $Thruster Flame Effect, but it requires said modeled thruster cones. Since ships don't require modeled thruster cones, why missiles still do? Basically same thruster capabilities for missiles that exist for ships, pretty please. Right now you can try to simulate a thruster with particle spew, but of course you waste your particle spew effect for it, not to mention it doesn't look all that good on fast moving missiles.

Missiles may have more than one thruster and not all of them may be of same size. So setting particle spew per thruster should be possible, instead of always being generated from center of the missile. Not sure if this works on ships, haven't tried. If not, it should work there too.

Beam-like warm-up and warm-down for normal primaries. By this I mean the glow prior to firing and after firing.

Remove requirement of using pof-files for flak-type weapons and missiles. Allow use of effects for flak and missiles, like in lasers.

Allow defining when beams begin fading when +Range is used. Often beams begin fading too soon and they no longer look powerful at long range, but +Range is necessary to prevent beams from being longer than intended.


List of secondary feature requests

Make armor types work with beams that don't have "no pierce shields" flag.

I would really appreciate ability to set AI classes per-AI profile. This is on Sushi's to-do-list.

For weapons I would like to have shockwave radius override, so that I can set shockwave radius independent to inner and outer radius of blast. In addition a way to control shudder caused by shockwave, again independently of inner and outer radius of blast.

Remove limitation of $Expl Visual Rad flag only affecting ships that don't have propagating explosions. The main explosions when a large ship breaks apart are often ridiculously large and this would, I assume, fix the problem. See GTD Orion for example, it produces humongous fireballs when it breaks apart, so large that it looks stupid.

Currently there is no way to turn off shield mesh if you have enabled surface shields. I would like to have this option. In addition, I would like to request a flag like $Surface shield impact effect, which would let me choose an impact effect that is displayed instead of weapon impact effect whenever weapon hits hull with surface shields and there are shield points left.

Extend $Damage Spew and $Impact Spew flags to also allow setting custom damage spew effects on per-ship basis.


List of tertiary feature requests

I would like to propose two extensions to $Hull Repair Rate flag. $Min Hull Repair and $Max Hull Repair. The first flag would control how damaged a ship can be for passive hull repair to work. For example, if you set $Min Hull Repair: 20 it would mean that if hull integrity drops to 20% or below, hull is no longer automatically repaired. Likewise, $Max Hull Repair would set a hard limit to how much passive hull repair can repair hull integrity. Setting $Max Hull Repair: 80 would mean that hull repair only repairs up to 80%.

Make icons.tbl and medals.tbl modular and campaign specific. Meaning each campaign could have its own briefing icons and medals.

Features to allow dynamic (one that doesn't need to be fredded using s-exps) electronics warfare. Modern combat revolves around electronics and technological advantage in the field. This feature is something that I haven't thoroughly thought about yet, and I need some community feedback on it. Crude idea is to have some sort of tech level flags for ships radar, ecm, eccm and stealth features. For example, if your own ship has stealth and radar level 100, but enemy has radar level 110, the enemy spots and engages you earlier and thus has an advantage in engagement range. However, if you have higher ecm level and enemy's eccm, he has harder time locking his weapons on you. Stuff like this. Levels would be in percentages where 100 is 100% and standard level. I think this would avoid the need to define tech level modifiers elsewhere.

Ability to select which weapon banks you can link. For example, if a ship has three primary banks, you can link second and third bank but not first. Right now it's only possible to either allow or deny linking of all primary banks, but not specify it per-bank.

Extending usability of eff file


List of completed feature requests

Give fredders ability to control weapon damage type, weapon shockwave damage type and ship shockwave damage type via sexps. - Done by FUBAR

Extend armor.tbl functionality to allow controlling of shield-piercing through damage and armor types. For example, a beam weapon by default pierces all shields. But then you have a special shield which beams cannot pierce, or pierces only partially. - Done by Wanderer

Additional scripting capability to hook into beams. The game engine does not consider beams as weapons at all. So if I want scripting to do something on beam impact for example, it doesn't work. See Flashy weapons script as example. - Done by Wanderer


Thank you in advance if someone goes through the trouble to implement any of those feature requests.
« Last Edit: January 08, 2011, 05:16:16 am by Fury »

 

Offline Sushi

  • Art Critic
  • 211
Re: Random feature requests

I would really appreciate ability to set AI classes per-AI profile. This could already be on Sushi's to-do-list though.


Correct. :) Although I've been agonizing over the exact implementation approach to take for a while now.

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Random feature requests
I like the hull repair idea in addition to the particle effect.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
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Re: Random feature requests
Little addition to your list:

Ability to assign thrusters (tabled ones) and cones to a specific subsystem.   Ever wonder why you don't see :v: use cones on multi engine ships?  Unless you take out all engines on a ship they stay on.  Same with $thruster entries in ships.tbl.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Rodo

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Re: Random feature requests
Maybe I'll be kicked in the ass because of saying this... but here I go anyways:

Is it possible to diferenciate the hull damage from overall disable damage on subsystems? I hate to see a turret blow up when being shot to "death" by Akhentons.
el hombre vicio...

 

Offline MatthTheGeek

  • Captain Obvious
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Re: Random feature requests
I'm not sure I got you well. You want a separated death fx for subsystem depending on whether you destroyed it with a disabling weapon or a standard weapon ?
People are stupid, therefore anything popular is at best suspicious.

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Offline Rodo

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Re: Random feature requests
I'm not sure I got you well. You want a separated death fx for subsystem depending on whether you destroyed it with a disabling weapon or a standard weapon ?

No quite, what I'm saying is that a disabled turret should not explode, not sure if that can be modded some other way though.
el hombre vicio...

  

Offline The E

  • He's Ebeneezer Goode
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Re: Random feature requests
That would involve a bit of a reworking of the damage system. It would mean tracking both hull damage and "stun damage" for lack of a better term, and shutting down a subsystem if it receives too much of both.
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Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Random feature requests
You can make it work like that for other subsystems though, with the clever use of armor tables, duplicate, untargetable subsystems and SEXPs.
I have an exact method on how to do that, but it's rather complicated and time consuming.

 

Offline Sushi

  • Art Critic
  • 211
Re: Random feature requests
You could also just set a threshold: below X% integrity, turret stops working. At 0%, it is blown off.

FWIW also probably already doable via FRED scripting, but it would probably be very wordy and messy.

 

Offline Fury

  • The Curmudgeon
  • 213
Re: Random feature requests
First post updated. :)

 

Offline Nighteyes

  • 211
Re: Random feature requests
And this gets me to my second missile related feature request, proper missile (non-particle) thrusters. Retail missiles had modeled thruster cones in which animated thruster could be applied to. Mediavps and most mods do not have those. This limits missiles to thruster glow, particle spew and trail. To imitate a proper thruster, one would have to use particle spew to do that. Which is inefficient and you lose the possibility to use particle spew for different purpose. So I'd like missiles to have thrusters like ships do.

This, I want greatly, it will allow for much nicer looking missiles, and particle spew missile trails look like crap most of the times(especially on fast moving missiles)  :yes:

 

Offline General Battuta

  • Poe's Law In Action
  • 214
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Re: Random feature requests
If this is still a random feature requests thread, I would still love tableside control over the incoming SSM message.  :nervous:

 

Offline Mahak

  • 25
Re: Random feature requests
Here's mine - allow showing of default weapons loadouts on ships in the tech room and loadout screens.  Primary & secondary.  Maybe a flag in ships.tbl or weapons.tbl or something.

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Random feature requests
With the release of 3.6.12, I feel that I can bring this one up again:  Persistent Impact Explosions

Thread for reference
The Trivial Psychic Strikes Again!

 

Offline Fury

  • The Curmudgeon
  • 213
Re: Random feature requests
And one more feature request added to the already long list of mine. :sigh:

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: Random feature requests
This has been mentioned several times before, but I would like more dense asteroid fields with more, much smaller asteroids (ones which don't launch themselves at escort ships, so as not to change gameplay). Asteroid fields would look much cooler with more variability (and possibly FRED-side control of asteroid sizes).

For instance, 5 asteroid sizes instead of three: the existing sizes (150-200m, 50-100m, 25-50m), many tiny ones which don't 'attack' escort ships (10-15m), and tons of uber-tiny ones with no collision at all (akin to the 'space dust' animations that whiz by your ship, but larger and visible from farther away, say 150-200m) (possibly not even counted as 'objects', so the object limit doesn't need to be bumped so drastically).

and FRED could have an option to control how many of each are in the field to begin with (as a percentage of total asteroid count).

REALISM? THIS - IS - FREESPACE

[EDIT] Frak it, you know, I'd like it if we just got an option to control how many of the three existing sizes are spawned on startup. At the moment, all I ever seem to get are the large ones, making the field seem very bland. Of course, I'd like a bumped limit to the number as well, but I'll take what I can get.
« Last Edit: August 14, 2010, 09:08:53 pm by Shivan Hunter »

 

Offline Angelus

  • 210
  • The Angriest Angel
Re: Random feature requests
This has been mentioned several times before, but I would like more dense asteroid fields with more, much smaller asteroids (ones which don't launch themselves at escort ships, so as not to change gameplay). Asteroid fields would look much cooler with more variability (and possibly FRED-side control of asteroid sizes).

For instance, 5 asteroid sizes instead of three: the existing sizes (150-200m, 50-100m, 25-50m), many tiny ones which don't 'attack' escort ships (10-15m), and tons of uber-tiny ones with no collision at all (akin to the 'space dust' animations that whiz by your ship, but larger and visible from farther away, say 150-200m) (possibly not even counted as 'objects', so the object limit doesn't need to be bumped so drastically).

and FRED could have an option to control how many of each are in the field to begin with (as a percentage of total asteroid count).

REALISM? THIS - IS - FREESPACE

[EDIT] Frak it, you know, I'd like it if we just got an option to control how many of the three existing sizes are spawned on startup. At the moment, all I ever seem to get are the large ones, making the field seem very bland. Of course, I'd like a bumped limit to the number as well, but I'll take what I can get.

The number has been bumped from 256 to 512.
I'd rather see an option to have multiple Asteroid fields ( with the total number of 512 roids in mission) instead of one and to able to set some/ all fields to be active or passive.

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: Random feature requests
Well, I was thinking more like 1024 (or even 2048 ;7), but I realize those are long shots given the FS engine's general crappiness to work with so I don't expect it.

 

Offline FUBAR-BDHR

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Re: Random feature requests
Give fredders ability to control weapon damage type, weapon shockwave damage type and ship shockwave damage type via sexps.

Think I have this one working.  4 sexps.  First sets weapon or weapon shockwave damage type, second sets individual ship collision or debris damage type, third sets shockwave damage type for ship class.  And 4th sets asteroid/debris filed damage type.

Patch file
SSE2 Inferno Test builds


Found a small bug, fixed and files updated.
« Last Edit: August 22, 2010, 02:28:23 pm by FUBAR-BDHR »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras