BSF 2 suggestion topic.

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

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lightstriker
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Post by lightstriker »

similar to ixranian's, all weapons having a projectile lifetime option
Skrim
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Post by Skrim »

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)
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.

Or it could be used illogically, with a tiny ship using the said module to spawn a fleet of super-dreadnoughts out of nowhere. :lol:
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Empty
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Post by Empty »

Skrim wrote:
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)
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.

Or it could be used illogically, with a tiny ship using the said module to spawn a fleet of super-dreadnoughts out of nowhere. :lol:
This has already been mentioned, I'm pretty sure it's even in the OP...
lightstriker
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Post by lightstriker »

the closest thing would be this: "Ships/stations launching other ships/KKWs"
and his version is more specific. still pretty redundant, but there are differences.
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Post by Blackhart »

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 :P) Anyway may I suggest a way to colour nebulas instead of just 4 or 5 random colours appearing?

AD EDIT; Added to the list.
flabort
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Post by flabort »

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.
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FIREST0RM000
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Post by FIREST0RM000 »

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.

:D
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Post by Master Chief »

A button in Shipmaker: "convert all to custom colours". :|
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MDmakaan
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Post by MDmakaan »

Some kind of group saver, imagine you got this really cool wing, or cool bulkhead you wish to use in other ships without making it all over again, or make a entire ship from that wing all over again.

AD EDIT; Added to the list.
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Post by Krabmeat »

Any weapon with a firing arc of 0 should just fire automatically in the direction that the turret's facing.
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Post by Spoot Knight »

Krabmeat wrote:Any weapon with a firing arc of 0 should just fire automatically in the direction that the turret's facing.
They do, it's just an extremely rare occasion because of ship movement.
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Post by MDmakaan »

Some kind of spray, so you can put your fleet logo on your ships, or place text on it, like IDN Killer or something, or add text and logos as doodads?
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Post by Spoot Knight »

An Alpha-numeric system on the Doodads tab, I like that.
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FIREST0RM000
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Post by FIREST0RM000 »

also the ability to stretch and scew said doodads, that would make the writing look like it isn't on a flat hull in relation to the viewer.
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Post by MDmakaan »

The way of slavedriving = having 2 or more weapons bond together and they turn on the same command, making double or triple barreled turrets.
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