Started by Hecter94, August 18, 2014, 03:03:33 PM
Quote from: Hecter94 on August 18, 2014, 03:03:33 PMannnd, that's about it for my ideas. If you think that sounds epic, feel free to comment...or share your own if you'd like.
Quote from: Hellwarlord on August 18, 2014, 03:58:01 PMI think that this is EPI╨í!Downside is that we will have to wait until Developers will have some time to implement this nice idea with big ships(aka flying stations) and all required new mechanics for them.Of course, some balance changes should be made, but your idea could be great addition to the game, especially in PvP servers with Zone Conquer systems/Station Capture, etc.
Quote from: Lurler on August 18, 2014, 07:26:14 PMAlthough I also like the idea, but as we already mentioned (was it me or someone else from the team?) we are not planning to add capital class ships into the core game. It would simply make the game into something else entirely. We want you to be a pilot of your own ship, doing missions, fighting pirates and aliens, etc. But introduction capital ships will simply change the gameplay too much.Now, saying that, you can actually do a mod even right now that would add these ships into the game. And I am sure someone will eventually make a mod with capital class ships. I would definitely like to play it personally
Quote from: Hammish on August 19, 2014, 06:31:26 AMWant to help me balance the battleship I'm hoping to add eventually?
QuoteIt's a bit different from yours, though, because I wanted to try something unique in that it wasn't a ship you'd constantly want your nose facing a bad guy. Basically, think of a board at the stern and aft with two turrets at each in an over/under configuration. Enough turn on them so that you can bring them all to bear on on a broadsides, but otherwise are limited to two on a given target.
QuoteAlso, the carrier is theoretically possible in some regards right now, and was something else I can considered. I don't know how you could make the fighters have any sort of AI, but you -could- design a weapon system that would produce drone-shaped 'missiles' that moved slowly toward your target. You could then configure those drones to scatter submunitions at regular intervals along the flight path, and those submunitions could be faster missiles. The end result would be a fighter that would move slowly toward the target launching missiles forward that would then unfortunately kamikaze the target ship. The other disadvantage that I can think of would be that if you lost target lock your 'fighter drones' and any shots they launched would also stop tracking. But that does kinda fit with the concept of 'drones' as well.
QuoteNow you've kinda made me want to try this out. I'm not sure if it's possible to make a tech tree open up in such a way, though. Possibly through quests... I'm curious about that as well. My first thought was that if you equipped the ship it'd grant an attribute that would unlock the tech, but to the best of my knowledge skills are only allowed to have other skills set as prerequisites, not effects.
Quote from: Hammish on August 19, 2014, 11:58:28 AMBoosters are 100% modifiable, just like other equipable gear, so... should actually be possible, yeah. A hierarchy might look something like:Make a new effect group, possibly under qualifications, for carrier_boosts.Equipping the actual carrier hull sets the effect carrier_boosts = 1, which would show as Carrier Modules = OKOn the actual boost item, the requirement to equip would be carrier_boost = 1, plus any other requirements you had skill-wise. The attribute desired would be consumables_structure_repair_ value, which I believe is set in HP/second.The other option you would have would be to make it a device instead of a booster, requiring manual triggering, but I haven't tinkered much with the scripts for those. I can actually test out the above solution a bit later, wouldn't take long to rig it for a test ship and see. As for the actual fighters, I could see two ways of doing it: either make sure the carrier saved one weapon slot for a 'personal defense turret', or rerig the drones to be devices instead (again, should be possible, but much more intricate to code) and leave all the actual ship weapon slots as guns it could use to defend itself. I actually kinda like the first option more myself, though, because I would assume that the balancing aspect of the carrier would be a weak personal defense. You could perhaps give it like a single II or III energy mount on a 360 degree arc atop it, allowing it to mount a beam weapon and giving it some defense against missiles much like a CIWS/phalanx would. BeLugh might have better options, though. I think he's delved quite a bit deeper into the device scripting than I have.
Quote from: BeLugh on August 19, 2014, 12:31:27 PMI didn't tinker with boosters yet.For devices you can definitely implement a heal. But i am not sure if you can make it a heal over time which looks smooth.But it is no problem at all to make it heal for example 20% of max structure(hp) and add a cooldown (like 15 seconds) on it.A device with heal over time is possible as well (but i did not tinker with the timemultiplier yet), but devices always need to be activated.
QuoteFor boosters you can for example modify calcucateship.js to check whether you have one or several of those boosters equipped and then add a heal(In calculateship not just all effects but also fuel usage is written in. So it would be executed as often as fuel gets calculated and everything else)
QuoteBigger problem would be to have a nice animation for repair drones repairing your ship!
QuoteFor offensive drones i was thinking about carriers already. Having a squadron with others assisting you would be easier. When you have a carrier they need to dock and accept ordersFor example devices are used to give orders: attack, move, mine, dock on carrier, follow me
QuoteThe carrier could have 1 missiletype weapon. When fired it starts one fighter, it would have like 3 sec cd as they cant start at the same time. When one of them docks, ammo gets refilled. The fighters would needed to be saved in a n array (or structure array to store if they are docked ->repair), saving at least the hp of the fighter. When one is dead he cant dock on ship->no refilled ammo until you dock on a station
Quotedevices for attack move and mine will have a target (like mining lasers) follow and dock are just usable like consumables
QuoteA mix of both boosters and devices makes the most sense to me, have some passive abilities and some active abilities.So we could have boosters that give the effects mentioned? Like the passive hull repair for the Dominator.
QuoteIs it possible to make a device act like the weapon you described? Where it spawns a drone that fires missiles before kamikazing?
QuoteSomething like that could work with the above system....could you like....have a device called "Repair Drone"which does like... a 1% heal every second for 60 seconds?Then has to cool down for a minute or something?I would like to have them differ from consumables in some way, besides the fact that they have infinite uses.Hmm....would it be possible to have it as a targetable device?For instance....target another ship, activate the repair drone and repair them instead of yourself?That would make sense considering it's a drone and would make it more useful than a simple consumable.
QuoteThat'd be perfect if it could be combined with the repair drones.Launch your attack ships and then use repair drones to keep their health up.Making the Carrier a very "supportive" unit....whereas the others are more offensive.
Quote from: BeLugh on August 19, 2014, 01:16:52 PMYou could do it like this, but for carriers i suggest using devices for commands
QuoteThis is no problem, it is easy to do
QuoteEven when you use up all device slots i guess its possible to use a laser with negative damage for healing (to improve support ability of the carrier)
Quote from: BeLugh on August 19, 2014, 02:06:09 PMI was thinking that the capital ship should be equipped with that laser.If it is possible for ai-controlled drones.... then we already have repair drones including the animation
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