BSF 2 suggestion topic.
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- Commodore
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That would be great. Like a Platform/Impeder Deployer which can be modded to deploy custom stuff. It could be used logically as a custom starfighter bay, or a KKM launcher, or a mine laying module, or a custom platform builder.flabort wrote:i'm pretty sure it was in the first thread, but i'll say it here (was it me or someone else who first suggested this?):
demeter launcer LIKE module that spawn ships specified via a feature similar to "load" in the ship maker. (don't have to custom spawn missles)
Or it could be used illogically, with a tiny ship using the said module to spawn a fleet of super-dreadnoughts out of nowhere.
My ships:
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3362]Federation of the Rings(old)[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3578]Random[/url] [url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3493]Ships[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2709]Vol'Nir Star Navy(very old)[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3362]Federation of the Rings(old)[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3578]Random[/url] [url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3493]Ships[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2709]Vol'Nir Star Navy(very old)[/url]
This has already been mentioned, I'm pretty sure it's even in the OP...Skrim wrote:That would be great. Like a Platform/Impeder Deployer which can be modded to deploy custom stuff. It could be used logically as a custom starfighter bay, or a KKM launcher, or a mine laying module, or a custom platform builder.flabort wrote:i'm pretty sure it was in the first thread, but i'll say it here (was it me or someone else who first suggested this?):
demeter launcer LIKE module that spawn ships specified via a feature similar to "load" in the ship maker. (don't have to custom spawn missles)
Or it could be used illogically, with a tiny ship using the said module to spawn a fleet of super-dreadnoughts out of nowhere.
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- Commodore
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- Joined: Mon Jun 30, 2008 7:49 am
- Location: "not here" would probably be accurate
I searched the first and last 15 pages of the previous thread and all of the pages on this thread and I'm surprised no one has suggested this (and if some one has I'm gonna feel like an idiot ) Anyway may I suggest a way to colour nebulas instead of just 4 or 5 random colours appearing?
AD EDIT; Added to the list.
AD EDIT; Added to the list.
in the same thought as the flux projector and bubble shield, a bi-modual system that constantly suspends a deflecting shield between them. think: the offspring of the flux projector and power couplings on steroids. destroy one of the two parts, and the whole shield shuts down. nothing can get though, to a fault. the only thing is, is that if your own projectiles and beams hit the same shield that protects you, it reflects those, too, and they can then damage you. but one stat in it (default 100) allows it to accelerate and slow down anything it reflects, were 100 is unaffected, less slows down reflected projectiles, and between 101 and 200 speeds up the projectiles.
Also, i mentioned it in the bsf 1 topic, but i WANT PIECES TO BE ABLE TO ROTATE IN GAME! (sorry, I'm temperamental from my new job). a modual acts as a hinge, and any pieces set to rotate in the ship maker rotate to specifications in the ship maker. this could be used to increase firing arcs of novelty weapons that are made of more than one weapons in different locations, make wings "flap", make tails move to provide the illusion that it's providing the propulsion, make "shield arms" move to protect weaker parts of the ship, etc, but all depending on the moduals position and settings.
Also, i mentioned it in the bsf 1 topic, but i WANT PIECES TO BE ABLE TO ROTATE IN GAME! (sorry, I'm temperamental from my new job). a modual acts as a hinge, and any pieces set to rotate in the ship maker rotate to specifications in the ship maker. this could be used to increase firing arcs of novelty weapons that are made of more than one weapons in different locations, make wings "flap", make tails move to provide the illusion that it's providing the propulsion, make "shield arms" move to protect weaker parts of the ship, etc, but all depending on the moduals position and settings.
Flaming Leaches And Beetles On Rye Toast... my name is an acronym...
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- Captain
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weapons and ship scripting launguage. ability to add in custom AI Profiles for different ships.
As it has been made clear that multi-player will be the main focus, and AI will be swept under the rug so to speak, I think a scripting language that allows you to tie together everything from deflector control to to ship speed and heading, target acquisition, ETC.
also there would be an in SB weapons control feature, allowing much more spectacular custom weapons. for example, the ability to combine targeting for a group of weapons on the same spot, independent of the individual weapons properties (one wep has 500 range, another has 550, but the pair will fire at the range of 600)[if that made no sense tell me] as well as choosing other stats for the weapons group.
basicaly you can group weapons and then give them a separate set of properties that the group weapons AI responds to. EX:
some main gun consisting of beam and pulsar:
weapon|Pulsar|180|-1|-1|124|-1|-1|2000|0|-1||255|200|0|10|60|0|0|0.70|0.80
weapon|Pulsar|180|-1|-1|124|-1|-1|2000|0|-1||8421631|200|0|10|60|0|0|0.60|0.70
weapon|Laser|180|-1|-1|124|-1|-1|2000|0|-1||16777215|60|-1|0|-1|-1|-1|0.50|0.50
weapon|Laser|180|-1|-1|124|40|-1|2000|0|-1||255|60|-1|0|-1|-1|-1|0.50|0.90
(Darkship's gun)
now lets say that we give the 'group AI a range of 1850, so that the lasers continue to penetrate after destroying sections instead of going out range. also, lets tell the group AI to fire the lasers 30 frames after the pulsars, and then fire a third pulsar after the lasers fire...
the possibilities are limitless.
As it has been made clear that multi-player will be the main focus, and AI will be swept under the rug so to speak, I think a scripting language that allows you to tie together everything from deflector control to to ship speed and heading, target acquisition, ETC.
also there would be an in SB weapons control feature, allowing much more spectacular custom weapons. for example, the ability to combine targeting for a group of weapons on the same spot, independent of the individual weapons properties (one wep has 500 range, another has 550, but the pair will fire at the range of 600)[if that made no sense tell me] as well as choosing other stats for the weapons group.
basicaly you can group weapons and then give them a separate set of properties that the group weapons AI responds to. EX:
some main gun consisting of beam and pulsar:
weapon|Pulsar|180|-1|-1|124|-1|-1|2000|0|-1||255|200|0|10|60|0|0|0.70|0.80
weapon|Pulsar|180|-1|-1|124|-1|-1|2000|0|-1||8421631|200|0|10|60|0|0|0.60|0.70
weapon|Laser|180|-1|-1|124|-1|-1|2000|0|-1||16777215|60|-1|0|-1|-1|-1|0.50|0.50
weapon|Laser|180|-1|-1|124|40|-1|2000|0|-1||255|60|-1|0|-1|-1|-1|0.50|0.90
(Darkship's gun)
now lets say that we give the 'group AI a range of 1850, so that the lasers continue to penetrate after destroying sections instead of going out range. also, lets tell the group AI to fire the lasers 30 frames after the pulsars, and then fire a third pulsar after the lasers fire...
the possibilities are limitless.
"any problem can be solved with a gratuitous enough use of high explosives" Normandy
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They do, it's just an extremely rare occasion because of ship movement.Krabmeat wrote:Any weapon with a firing arc of 0 should just fire automatically in the direction that the turret's facing.
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[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1854]Spootech Industries - The Third Revision, upgrading to the Fourth Revision.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2273]How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.[/url]
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An Alpha-numeric system on the Doodads tab, I like that.
The United Commonwealth Military and Spootech Industries joint fleet.
[img]http://i97.photobucket.com/albums/l223/SpootKnight/Spootech/av-1.gif[/img]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1854]Spootech Industries - The Third Revision, upgrading to the Fourth Revision.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2273]How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.[/url]
[img]http://i97.photobucket.com/albums/l223/SpootKnight/Spootech/av-1.gif[/img]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1854]Spootech Industries - The Third Revision, upgrading to the Fourth Revision.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2273]How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.[/url]
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- Captain
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