Author Topic: Weapons Brainstorm  (Read 18055 times)

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Offline Marcov

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Beams that "curve/bend" towards their target?
With the rapid increase of FS fan-made campaigns, we're giving the GTVA a harder time with more violence and genocide.

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Guns firing the lightning that's found in nebulae during EMP storms?

P.S. Can anyone figure out that max projectiles limit?
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Offline The E

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If I'm just aching this can't go on
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OK, thanks.
And searching for a projectile limit, max number of projectiles/weapons, and a few others did not give the "engine limitations" article in the results, so yes, the information is obscure and hard to find.

P.S. The limits are 500 beams and 350 weapons. Who needs 500 beams?
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Offline Droid803

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The engine prefers glorious beamspam over moar dakka.
(´・ω・`)
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Offline -Norbert-

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P.S. The limits are 500 beams and 350 weapons. Who needs 500 beams?[/color]
Wings of Dawn 2, judging from the screenshots :p

 
But it takes a single fighter with 2 M61 Vulcans shooting for 1.75 seconds to generate 350 projectiles...
Or 250 fighters with 2 beams each firing at the same time to reach the beam limit.

P.S. Would changing the dakka limit to moar dakka (such as 1000 projectiles) destroy the program?
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Offline The E

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Bumping the weapons limit would require bumping the global objects limit. Also, given that collision detection already is rather costly, you're going to get some noticeable slowdowns anytime you go near those limits.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
I'd personally prefer having 15 FPS in a projectile rich moment of a big battle than firing rounds that evaporate instantly.

Were these limits set for retail FS, or did SCP already raise them?
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Offline General Battuta

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They were raised once already.

 

Offline The E

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Also, limits are what makes you creative.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline jr2

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Have the engine cull more projectiles or beams when the FPS dips below a certain amount?

 

Offline The E

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Which would be a really bad idea as well. I mean, it sounds good on paper, but what criteria would you use to cull stuff?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline General Battuta

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Have the engine cull more projectiles or beams when the FPS dips below a certain amount?

Absolutely not. That would be a nightmare.

 

Offline Droid803

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Have the engine cull more projectiles or beams when the FPS dips below a certain amount?

You run into.
"lol I can't hit anything cause my fps sux"
(´・ω・`)
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Offline MatthTheGeek

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^This. Believe me, it's hard enough to hit stuff around 1 fps when you actually fire stuff, so if the engine doesn't generate your projectiles at all...
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Offline Destiny

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ECM Missiles suggested by the opening post...uhh...


If you give the EMP Adv. an EXTREME amount of range, you've got what you want. Except it doesn't do the fighter-scrambling crap on capships (I got a bunch of Vajras to shoot at my Aeolus with Shrikes before, EMP'd my turrets so I had to call for several Atalantas to eat the Vajras).

For defensive EMP/ECM missiles, I really, really, really do love that idea. Even though I mount the BP Raynor's missile turrets with EMP missiles, they never seem to hit, or even want to lock onto incoming torpedoes. Occasionally torpedoes get disabled to 0 speed by luck of chance, but...heh. Believe me, if you mount the GTM Tempest instead and if the launchers actually target the incoming torpedoes, you get to see an impressive screen of almost flak-like fire.

  

Offline FSW

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Smokescreen:
I had an idea yesterday while dogfighting online. After I damaged an enemy fighter's hull, the particle spew obscured my vision, allowing my quarry to evade my next attacks. Such a thing could be intentional: imagine an alternate countermeasure that produces a dense cloud. It would have no effect against aspect-seeking missiles, but in a close-quarters dogfight would confuse a tailing human enemy. It could be associated with a small EMP burst to throw off the follower's targeting computer.
« Last Edit: April 22, 2011, 03:32:05 pm by FSW »

 

Offline Snail

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Smokescreen:
I had an idea yesterday while dogfighting online. After I damaged an enemy fighter's hull, the particle spew obscured my vision, allowing my quarry to evade my next attacks. Such a thing could be intentional: imagine an alternate countermeasure that produces a dense cloud. It would have no effect against aspect-seeking missiles, but in a close-quarters dogfight would confuse a tailing human enemy. It could be associated with a small EMP burst to throw off the follower's targeting computer.
That's an interesting idea and probably easy to implement too.

 

Offline -Norbert-

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Would it also be possible to have a wider spread smoke screen. Something like in Gundam 00.
There they would sometimes spread a cloud of special particles, that inhibited visibility, causer a few light interferences with the systems and reduced the range of energy weapons drastically.
Now the thing with the weapons I only mentioned for completenes' sake. The interface interference and the limited visibility are what I'm really interrested in. Kinda like a localized neblua with a very small EMP effect.