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Weylin
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« on: February 28, 2011, 05:39:59 PM » |
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-Weapon spread/speed variation- Weapons currently fire with 100% accuracy, would it be possible to have a value to configure the 'spread' of the weapon? This would make weapons like machine guns and flamers look much better, and could be a factor in weapon balancing.
-Weapon Salvo size- A value that sets the number of projectiles fired per shot. This would be useful for both 'shotguns' and radial emitter weapons. There should probably a secondary setting for the spread pattern, 'random' or 'ordered'
-Firing modes- Maximum velocity - Fires all weapons at their maximum rate of fire. Simultaneous/Salvo - Fires weapons only when they can all be fired at once. Having a slow firing weapon would slow down the others too. This may be a desired effect. Sequential/Barrage - Spaces out the time between weapons fire, but in such a way as to not sacrifice overall damage output, but lacks the sudden 'punch'. This would give an impressive effect with ships having a large array of weaponry. Capital ship battles would look far more epic!
-Differing rates of fire- A way to change the rate that a weapon fires. You could have anything from rapidfire chainguns, to heavy cannons with a few seconds of delay
-Special characteristic 'tags'- Different tags that can be given to a weapon to give it non-standard effects. To give you an idea of what I mean: shield_killer, hull_killer, crew_killer, power_drainer, boost_drainer, sensor_killer, shield_bypasser, weapon_killer, weapon_drainer, countermeasure, explosion_resistant, anti_point_defense, etc.
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NiteHawk
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« Reply #1 on: February 28, 2011, 07:35:53 PM » |
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-Weapon spread/speed variation- Weapons currently fire with 100% accuracy, would it be possible to have a value to configure the 'spread' of the weapon? This would make weapons like machine guns and flamers look much better, and could be a factor in weapon balancing.
-Weapon Salvo size- A value that sets the number of projectiles fired per shot. This would be useful for both 'shotguns' and radial emitter weapons. There should probably a secondary setting for the spread pattern, 'random' or 'ordered'
-Firing modes- Maximum velocity - Fires all weapons at their maximum rate of fire. Simultaneous/Salvo - Fires weapons only when they can all be fired at once. Having a slow firing weapon would slow down the others too. This may be a desired effect. Sequential/Barrage - Spaces out the time between weapons fire, but in such a way as to not sacrifice overall damage output, but lacks the sudden 'punch'. This would give an impressive effect with ships having a large array of weaponry. Capital ship battles would look far more epic!
-Differing rates of fire- A way to change the rate that a weapon fires. You could have anything from rapidfire chainguns, to heavy cannons with a few seconds of delay
-Special characteristic 'tags'- Different tags that can be given to a weapon to give it non-standard effects. To give you an idea of what I mean: shield_killer, hull_killer, crew_killer, power_drainer, boost_drainer, sensor_killer, shield_bypasser, weapon_killer, weapon_drainer, countermeasure, explosion_resistant, anti_point_defense, etc.
Aye, was planning different rates of fire defiantly. I was also hoping to add in special types that do specific things. I pretty much like all the ideas here anyways, so probably will add everything when the syncing/etc is done and the fun coding can begin.
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Weylin
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« Reply #2 on: February 28, 2011, 08:10:46 PM » |
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What methods are you gonna use for syncing? Sometimes it's tricky deciding the best thing to do for inaccuracies, lag, and lost packets. Some games you get hit even though you didn't see yourself get hit - you just take damage Other games, You take damage when you see yourself get hit, but other players don't always take damage when you see shots hit On some, the movement and projectiles fired have a delay from when you do something, often making it feel like you're fighting with the controls, but gives accurate results on both ends I guess it depends on what type of game it is to decide the method that's bound to cause the least frustration 
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Sandtrooper
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« Reply #3 on: February 28, 2011, 08:22:58 PM » |
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-Special characteristic 'tags'- power_drainer Hell, that would make the Breen in the Trek Mod more believable to play with (Breen Drainer tech, as seen in DS9)....how 'bout an "Assimilation Beam" along with that, something that kills crew in the targeted ship, but the attacking ship GAINS crew by converting them?
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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Arsanthania
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« Reply #4 on: February 28, 2011, 08:37:10 PM » |
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i was thinking an Ion Cannon would be very much more possible with this.
as a proper star wars Ion cannon drastically lowers shields and disables engines and slows rate of weapons fire, but generally causes no lasting physical harm. it's an excellent tactical weapon, that could be very usefully for missions, when we can build our own.
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I can make good ship rotations, with anti-aliasing! PM me!
Working on a good SW mod, with the real sounds!
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Weylin
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« Reply #5 on: February 28, 2011, 10:45:30 PM » |
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That's a good idea Sand, I didn't think of that one. Vampire weapons could be interesting, as well as ship capturing devices. (Imagine a troop transport weapon that deducts your crew, and make them 'fight' the other ships crew on impact - If they win, the ship becomes friendly)
And yes, the Ion Cannon was one of the things I was thinking of, something to disable systems and shields, but cause little actual harm. I had a method for doing this in the Star Wars mod I had. Most ships had no shields, and all systems but the power core had 1hp. The Ion cannon had a low attack, about 20, and when it exploded, that small damage was enough to keep many of the systems zeroed.
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Sandtrooper
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« Reply #6 on: March 01, 2011, 12:09:00 AM » |
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That's a good idea Sand, I didn't think of that one. Vampire weapons could be interesting, as well as ship capturing devices. (Imagine a troop transport weapon that deducts your crew, and make them 'fight' the other ships crew on impact - If they win, the ship becomes friendly) Funny I was gonna suggest a "attack pod" idea, ironically that idea (and the "Assimilation Beam") are both used in Star Trek: Armada (Klingon and Borg tech respectfully), so the "attack pod" idea could be a Drengin idea LOL
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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Harpor
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« Reply #7 on: March 01, 2011, 12:52:07 AM » |
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heh ';..;' harpor like the vamp idea
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A Dragons Word Is Stronger Than Trust [WD Creed]
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NiteHawk
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« Reply #8 on: March 01, 2011, 02:42:17 AM » |
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What methods are you gonna use for syncing? Sometimes it's tricky deciding the best thing to do for inaccuracies, lag, and lost packets. Some games you get hit even though you didn't see yourself get hit - you just take damage Other games, You take damage when you see yourself get hit, but other players don't always take damage when you see shots hit On some, the movement and projectiles fired have a delay from when you do something, often making it feel like you're fighting with the controls, but gives accurate results on both ends I guess it depends on what type of game it is to decide the method that's bound to cause the least frustration  Well overall the games going to be using a method to sync up the bullets as best as it can through lag correction. For player damage, it's most likely going to be on the clients end, though it should be synced up with server + yourself since it's updating 8 or 16 times per second. The thing overall is that right now that sync coding isn't working 100% properly just yet, been taking a look into it anyways.
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