StellarForum
May 23, 2012, 01:44:24 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Stellar Frontier has moved to the new forum and site at stellarfrontier.com!
Please make a new account there in preparation for SF 2.0 and to chat on the boards!
 
   Home   Help Search Groups Login Register  
Pages: [1]
  Send this topic  |  Print  
Author Topic: 2 ideas (Homing missiles and projectiled lasers)  (Read 416 times)
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« on: May 10, 2009, 07:31:08 PM »

Would it be difficult to have a different missile type that behaves more intelligently? Perhaps a variable that determines how well it homes in.
In the game allegiance, for example, missiles have a seek value. A dumbfire missile has a value of 0 and points directly at a ship as they do in Stellar frontier, the seeker missile has a larger seek value, maybe 0.8, and points closer to the intercept angle of the target. Hunters have an even higher value, probably 1.0, and are very difficult to evade without countermeasures.

The second idea is for a different weapon type, a laser that fires in a fragmented manner, like a pulse laser. It could abide by either a preset length parameter, or draw the line between x,y current and x,y previous.
This would allow for non-instant "laser" weapons, and wouldn't have the ridiculous hit box that needs to be done for bmp lasers.
These laser weapons could do something like a collision line check, to see if something is between the front and back of the drawn laser.
Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #1 on: May 11, 2009, 02:34:39 AM »

Would it be difficult to have a different missile type that behaves more intelligently? Perhaps a variable that determines how well it homes in.
In the game allegiance, for example, missiles have a seek value. A dumbfire missile has a value of 0 and points directly at a ship as they do in Stellar frontier, the seeker missile has a larger seek value, maybe 0.8, and points closer to the intercept angle of the target. Hunters have an even higher value, probably 1.0, and are very difficult to evade without countermeasures.

The second idea is for a different weapon type, a laser that fires in a fragmented manner, like a pulse laser. It could abide by either a preset length parameter, or draw the line between x,y current and x,y previous.
This would allow for non-instant "laser" weapons, and wouldn't have the ridiculous hit box that needs to be done for bmp lasers.
These laser weapons could do something like a collision line check, to see if something is between the front and back of the drawn laser.

Yeah we talked about pulse lasers and a 'charged' laser too.

As for missiles I will be changing a good amount of them, adding clusters, and making it so you can change the homing rate. (which is really the turning rate, since you can adjust everything else atm.. As well as changing counter measures to have a random, and having the missile have a counter measure chance rate too.. All working together.
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Pages: [1]
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.12 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!