Author Topic: Tips for custom weapon  (Read 1899 times)

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Tips for custom weapon
So, for a bit of randomness and to test an idea, I decided to create a player-allowed beam laser much akin to Babylon 5's Nuetron Laser. I have it coded and its working in-game, but its not quite perfect. And the wiki isn't helping me out, so I thought to ask for some tips:

-Can this sort of weapon have an FOF setting? I don't want this weapon to be 100% accurate all the time.
-What would be the best way to balance this weapon on a fighter with four hardpoints tied to one bank.
-Would it be better to use $LaunchSnd: or +BeamSound: for the laser's firing effect. I only intend to use one sound effect.

Cheers.

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Offline headdie

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Re: Tips for custom weapon
what do you want the player to use the weapon for, is it an anti fighter or anti capital weapon?
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Re: Tips for custom weapon
Anti-fighter weapon; To me, its like a basic sidearm. I don't want it too weak, but not too powerful either.
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Offline headdie

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Re: Tips for custom weapon
I dont know if you have read it yet but there is lots of useful stuff in http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons

Quote
When creating beam weapons, it is very important to notice that the defined damage is continuous. To get damage caused per second, you must multiply this value by 5.5. Also to get full damage potential of the beam, you have to first multiply the damage with the 5.5 and then with the beam life value. Other values are used as with other weapons to determine damage multipliers against hulls, shields and subsystems.

personally i would suggest a weak but fast fire weapon for anti fighter work with a short duration.  perhaps a high energy usage to balance it.
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
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Re: Tips for custom weapon
I did read through a lot of it; it just didnt have answers for me at the time. And that is kinda what I am aiming for, except the fast firing part.

Accuracy is more my concern at this stage. Does the miss factor part actually apply to player-allowed beams, or does it use a seperate value?
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Offline headdie

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Re: Tips for custom weapon
yes $FOF: affects player used weapons, i would usually recommend a value of 1 to 5. but after a quick test it does not seem to affect beams
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

 
Re: Tips for custom weapon
Neither miss factor or FOF will apply to a player-allowed beam, I tested it too. So at this stage, it has to be 100% accurate or no dice.
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Offline Dragon

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Re: Tips for custom weapon
Correction: It'll have to fire straight. AI should accept the miss factor and player (unless really good) will have a difficult time hitting with the beam if you set it up correctly.