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Author Topic: Weapons and power usage  (Read 1555 times)
Weylin
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« on: September 18, 2009, 11:22:43 PM »

Anyone truly figure out how the whole thing works?
power, storage, energy... all that crap?

I would like for in my mod to make it so that a player is under the same restriction as the AI is on the matter of firing weapons.

By that, I mean, somehow making it so that weapons CANNOT be fired if they have no tube storage left.

But I also want for AI to use weapons to the full extent of storage, and not just sit there not firing weapons because they use too much energy, while normal players can still blast the shit out of them.



The weapons in question are expected to range from small rapid fire machine guns with a burst capacity of 20 or so, to big slow firing cannons which should deplete the full storage each shot.

There is no such thing as a regular set rate of fire on SF, but I'd like to be able to get as close as possible to it.
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Weylin
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« Reply #1 on: September 25, 2009, 06:47:52 PM »

I still haven't found a reasonable way to solve this.

Lets use an example...
One of the guns in question is supposed to have a 2 second recharge time in-between shots before it fires again.
This part was easy enough, and the AI follow that 2 second recharge restriction quite well.
However, players do not. Instead, they can fire something like 10 bursts till energy depletes, and then carry on with a 2 shots per second rate of fire.
If I give a weapon too big of a power usage, AI simply don't fire it.

due to the nature of the weapons, fire rate is extremely important, as many of the weapons are near impossible to evade, and being able to shoot it so many times makes the server too much of a kill farm.
See, it should take like 6 or so shots to kill a fighter with a corvette, and when you can shoot that many instantly, it's a huge problem.

I want for the ships to at least be evenly matched on damage output, if not intelligence.
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Weylin
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« Reply #2 on: September 27, 2009, 08:01:40 PM »

eh, I think I better just take a vacation from this whole thing until SF2.0 comes around, otherwise I'm just wasting my time on something that's soon to be obsolete anyways.

You have to do too much wrestling with the current system, nothing is really straight forward.


If you could provide me with some forumulas, however, that would be very helpful to me.
Power modules are one of the few things I've messed with, and I have very little idea how they work, and how to get the desired results.
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NiteHawk
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« Reply #3 on: September 28, 2009, 01:44:35 AM »

eh, I think I better just take a vacation from this whole thing until SF2.0 comes around, otherwise I'm just wasting my time on something that's soon to be obsolete anyways.

You have to do too much wrestling with the current system, nothing is really straight forward.


If you could provide me with some forumulas, however, that would be very helpful to me.
Power modules are one of the few things I've messed with, and I have very little idea how they work, and how to get the desired results.

I will look some time later, the formulas are just as messy and all over the place right now. its pretty difficult to use really and nothings actually proper.

The power though, is hellishy wierd. How it works in general. I know theres a per shot and max energy capacity on it, but im not sure how it all excatly works because its very strange values and something definatly needs to be done about it.

Its like the shields, the shields are understandable, but it feels like its not correct. the max capacity of a shield is the power rate * the capacity, though power rate also changes how fast shields charge. It makes no sense to do that and it should be honestly capacity on its own and power charge rate on its own, and shields should also still have a draw, not give energy (which they do -4,-5,etc still benifits, even though its nothing really)

I feel like the whole modules need a rewrite though, but SF 2.0 will be in the works for a bit.

I will look to see if there is any easy examples of what they do to the values though sometime tomorrow.
« Last Edit: September 28, 2009, 01:48:42 AM by NiteHawk » Report to moderator   Logged

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Weylin
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« Reply #4 on: September 29, 2009, 02:49:03 AM »

Thank you!  Grin

I got the source myself, but I just don't know what goes where
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« Reply #5 on: October 17, 2009, 07:12:49 PM »

also, with power usage and weapons, if your power capacity isnt like 1.5x or 2x the weapon power usage, pressing space to fire weapons doesnt work.
i.e. if there are multiple weapons that use about 80% capacity each, you would have to press the corresponding number to fire the weapon.'

have not tested single firing weapons that take up more than 90-95% max capacity yet
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« Reply #6 on: October 20, 2009, 02:15:48 AM »

You can make weapons that use more module capacity rather power capacity, but in the end they will always draw power in the end from the main power.

This whole system is going to be changed. It is a mess and is quite annoying. No weapon delay, and I personally think there needs to be ballistic/energy/etc missiles, and the whole system for how it draws out power needs to be changed as well, its kinda confusing/annoying to tweak something to what you want.
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« Reply #7 on: October 27, 2009, 08:18:14 AM »

yes lol ive noticed that, make a power with 5k regen and 100k capacity, make a weapon use 60,000 power and you can spam it like its using no power for longer than youd expect
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