BSF 2 suggestion topic.

Discuss all things Battleships Forever that aren't Ships and Shipmaker - Missions, Development, etc.!

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FIREST0RM000
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Post by FIREST0RM000 »

I reckon that would be a great thing for pirate ships... Indeed, a simple version of this sort of thing already exists in BSF 1, where the nose of the pirate cruiser will either carry two mining beams or two pulse guns, which is (as far as I can tell) determined at random...
I'm willing to wet that those are 2 completely separate files, and the ships are just chosen at random. EX: randomly spawns Cronus or Pethio.

just a simple UI improvement: when giving attack command, ships don't move towards enemy if they have a current move order. it isn't overwritten, at least by default. also, I would like way points, and other advanced command features that are RTS standards.
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Post by Commodore111 »

FIREST0RM000 wrote:just a simple UI improvement: when giving attack command, ships don't move towards enemy if they have a current move order. it isn't overwritten, at least by default.
It's supposed to be like that, so you can make your ships strafe. It encourages micromanagement, which is already almost completely limited to modules. The game is just based too much on macro, oh well. :(
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Post by Empty »

If you wanna strafe give your ship an order and hold right click, then drag to the enemy ship, your ship will turn to face the ship while going to it's destination, it will also keep the enemy ship in its sights after it stops.
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Post by FIREST0RM000 »

I'm just saying it should do that by default, not after learning every damn hot key in the game. and why is it so hard to figure out the hot keys for such simple hot keys. don't get me wrong, I like hot keys, but I also like obvious mouse buttons to tell me what they are. there is something to be said for not using every key on the keyboard, which I think BSF is close to doing.
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Post by th15 »

Waypoints already work in BSF.

And those two priate ships are indeed separate ship types and one is chosen at random.
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Re: BSF 2 suggestion topic.

Post by Spoot Knight »

ArcaneDude wrote: * Flux Beam Weapon Effect (see above)
This wouldn't be like the Zentradi style beams I mentioned on the other thread would it?
Seraph had the idea to have beams that have the option to fire like normal beamers or bend at specific distances and angles.

Image

Quick sketch-up to show exactly what I mean. Firing mode "A" is the Zentradi style beam that bends to a different angle and "B" is the normal beamer style (Durr).
This beam weapon would have variables to change the bending distance and the angle it bends.
I only repeat this because I really want something like this.
And weapon modules / effects like Fraxy. (Beam charge-ups)
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FIREST0RM000
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Post by FIREST0RM000 »

Waypoints already work in BSF.
OK, how about a printable key map. you don't even have to wait for BSF2. just a pic o fa keyboard that lists what hot keys are used, and what they do.
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Re: BSF 2 suggestion topic.

Post by Lord-General Thunder »

Hey th15, any words on what the aesthetic style of the game will be like?

I'm asking because the game is awesome, but you might want to try toying around with images that have more depth to them. The current 2D components are cool (don't get me wrong), but I think it would make the game feel more... alive if you tried modules that looked more like modules and less like 2-dimensional representations of them. If you know what I mean by that...

Just my 2 cents.
Arcalane wrote:
Lord-General Thunder wrote:A setting for weapons that causes them to treat the ship as their turret, ala HW2 Ion Cannon frigates that point themselves at the target and can only fire directly ahead. That, plus an AI to handle spinal-mount guns.
It's called standard AI and a five-degree firing arc. :P
It's pretty easy to see a 5-degree offset, and setting it lower than that just makes it incredibly unlikely to actually fire... :?
Spoot Knight wrote:[...] weapon modules / effects like Fraxy. (Beam charge-ups)
Seconded!

Pre-firing effects would be an awesome addition.
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Post by DeathsHand »

Hmm, one thing I'd like to see is more AI range options. Not only the AI range(distance from core to target) but an "Engagement AI" range as well. Such could function as a sensor range, determining when an AI controlled ship engages the opposition. If implemented, it could allow for better mine type kamikaze ships, as well as add a better tactical element to take into consideration. Such ships programed with this would not engage enemies until they enter the set range. This my eliminate the headache caused by activating the AI like we have to do now, and sending ALL enemy/allied ships hurling themselves at each other when, say, we want a designated group to stay and escort a battlestation...
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Post by Empty »

Hey I like that, maybe a 'strategic value' variable, that makes other ships hang around it, IE if you have a high strategic value freighter, the AI by default will stay near it. Setting it to 0 will make it play lone wolf like they do now, it could make medic ships a LOT more effective in tournaments.
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Post by LordGarcia »

Empty wrote:Hey I like that, maybe a 'strategic value' variable, that makes other ships hang around it, IE if you have a high strategic value freighter, the AI by default will stay near it. Setting it to 0 will make it play lone wolf like they do now, it could make medic ships a LOT more effective in tournaments.
THAT'S an idea I like!
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Post by Magick »

flabort wrote:
Magick wrote:
Your idea is completely pointless. Basically, he wants a module named "Randomizer"(stupid name for function) to have sections parented to it(POINTLESS)making those sections have a random length/width when put in the game and having the Randomizer's children parented to the section it's parented to.[/runon]

I understood it fine after analyzing it for about ten minutes....
no, no, you don't understand. it's not random length/ width, it's different GROUPS of sections, so you can repeat groups of sections randomly, or use different weapons. there are MULTIPLE part b's because there are multiple types of section. one second, i'll make a moc-up picture.

EDIT:
and here's the moc-up!
*snip*
so the ship will randomly have one of the two noses.
Ahhh, i get it now. So you put the module on one part, and it randomly gets a nose? That would also make ranks in the game, and you could set a % for a ship to be X rank or Y rank.

The strategic rank is AWESOME. High five! :)
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Post by th15 »

Empty wrote:Hey I like that, maybe a 'strategic value' variable, that makes other ships hang around it, IE if you have a high strategic value freighter, the AI by default will stay near it. Setting it to 0 will make it play lone wolf like they do now, it could make medic ships a LOT more effective in tournaments.
The AI isn't quite that smart and the intention for BSF2 is to make it multiplayer so this will most likely not be a focus.
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Post by Magick »

th15 wrote:
Empty wrote:Hey I like that, maybe a 'strategic value' variable, that makes other ships hang around it, IE if you have a high strategic value freighter, the AI by default will stay near it. Setting it to 0 will make it play lone wolf like they do now, it could make medic ships a LOT more effective in tournaments.
The AI isn't quite that smart and the intention for BSF2 is to make it multiplayer so this will most likely not be a focus.
Damn.

So, how far along are you with BSF2?[/anxious] :)
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Post by bien4500 »

Sush, don't ask. Or else th15 will push the release back a week.
And Thunder, it might require a lot of work because if th15 changes the look of the modules, he'll have to change the look of the sections to match the modules. And it might require just a tad more GPU power to draw that, as there are more colors on screen. Plus he might have to tweak each section so that it doesn't look wrong when you change your color scheme. (Sorry for this. I am just speculating.)
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