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Messages - Hole_in_Head

#1
I've been playing BTC, and decided to try starting with the Missile Interceptor.  It's great fun, I especially love the MIRVs.  However, I'm thinking that missiles are potentially a little OP, but think this is due to the AI behavior.  For example, I can launch a torpedo at a pirate in a smaller and faster ship, and be able to hit it fairly easily since they don't seem to make any attempts to avoid getting hit.  Sometimes they'll destroy it if they have energy weapons and they happen to be shooting at me, but that's about it. 

As far as things to do about it, it'd be cool to see the AI make use of the "warp" for general evasive maneuvers, especially to avoid getting hit by missiles.  They could also actively try to shoot down incoming missiles (on that topic, I feel that ballistic weapons should also be able to shoot down missiles, not just energy weapons).  Something else they could maybe do is if you've locked on to them, they could attempt to break the lock by retreating out of range and attempting hit and run type tactics. 

Additionally, perhaps a decoy system could also be implemented (for players too) that gives a limited number of decoys to assist in avoiding locked on missiles.  Different missiles could have different tracking types (Heat, Radar, Laser, etc.) that could affect how well the missile tracks, and which decoys work best.  For example, a flare type decoy would be most effective against heat seeking missiles.  Heat seekers would also get a tracking bonus if the rear of a ship is pointed towards the missile, but would be fairly short ranged.  Chaff would be good against Radar guided missiles, which are possibly better suited for longer ranges (tracking is less than heat seekers, and very poor at initial launch).  Chaff could also be effective against laser guided missiles, which have good tracking (not quite as good as on optimally fired heat seeker) but require your cursor to be close to your locked on target for tracking to be optimal. 
#2
Mods / Re: What ship should I build next?
September 17, 2014, 10:18:05 AM
Awesome!  Yeah, I agree the small fighters would be a blast to both fly and fly against.  Wonder if the fighters could get some kind of "afterburner" instead of the warp.
#3
Mods / Re: Generic Missions - Ideas?
September 16, 2014, 03:48:48 PM
I like those ideas! :) 

I think first step I'll do is add a dialog choice to "choose" which list (thinking "combat", "mining", "transport" as choices) , and as long as it can be determined what skills or gear a player has, should be simple to either add or omit certain quests to the available pool. 

I have the first mission done for eliminating a squad of pirates, and along with that I've made it so you can request another job if you decline and you don't have to go to another station to get another to make it easier to test, but I kinda like not having to run around to get another job.  Once I have the other, I'll try experimenting on the idea of "advanced" jobs.
#4
Mods / Re: What ship should I build next?
September 15, 2014, 11:41:11 AM
I'd love to have one of these:
http://www.hard-light.net/wiki/index.php/GTF_Perseus

Small, fast, but fragile and fixed weaponry.
#5
Mods / Re: Breaching the Core Full Mod Discussion
September 15, 2014, 11:11:14 AM
Yup, no doubt.  He's done awesome work on the mod, I love it!  :)  Just throwing the fix out there for those who might need it in the mean time.
#6
Mods / Generic Missions - Ideas?
September 15, 2014, 11:03:31 AM
Hi everyone,

Just starting to get my feet wet with modding, and felt like there could stand to be more variety for the generic missions you can pick up from station commanders.  Already working on a couple to start:
1) Eliminate a squad of pirates
2) Attack pirate base

Thinking of also grouping the mission types into the "type" of mission they are so we can choose to get something more suited to the style we're playing as (ex: I'm flying a small fighter, I don't want to get trade runs).

Wanted to ask the forum for ideas people have for different missions that I could try building, or ideas of how we pick up jobs in the first place.  Maybe after I get the hang of this more, I can build more robust missions that have several stages and branching paths.

Thanks!

#7
Mods / Re: Breaching the Core Full Mod Discussion
September 15, 2014, 08:42:18 AM
On the pirate bug, if I were to guess, the BTC files just contain the older version of the file.  I have 0.9.9d, and only saw the behavior once I started using BTC.  The script had a typo so that the pirates were told to go to an undefined coordinate, which just results in going to the center of the map.
#8
Mods / Re: Breaching the Core Full Mod
September 15, 2014, 07:24:35 AM
Quote from: Samui on August 29, 2014, 06:44:56 AM
Hope dev's take some good things from your mod to main game. Or even all of them ;)
Talking about rewards: can you add some pirate fighting reward? 50-200cr for shooted down depending of target strength?
And one more thing: full energy ships extremely rare, why?

Hi Samui,

Here's a small mod that will give bounties for destroyed pirates.  It's a single file edited, so it can be used standalone.  To use it with other mods, it should have the highes priority, otherwise it might not have any effect. 
https://drive.google.com/file/d/0B9IgYXhKrGk0Rk94THBXUThsNkk/edit?usp=sharing


Also, found a small typo that was causing the pirates to want to all group up at the star in the middle of the map.  This should fix that. Just make sure it has a higher priority than the BTC mod.
https://drive.google.com/file/d/0B9IgYXhKrGk0Q19nS0hZMlJQa1U/edit?usp=sharing

Note that the bug above can actually just be fixed by removing the StickToPointAggr.js file from the BTC mod, but figure the mod pack might be easier for some to use.