Shipmaker feature requests
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I suspect this would work like changing to sprite XXX when HP is at XXX.Siber wrote:Sprite change trigger effects and on-damage-level triggers. So we can make battle damaged ships happen dynamically.
You have my support for this suggestion.
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Yeah, that's a really good idea. One kind of wierd thing you could do with that is have sections that change color or effect as they are damaged, or hae a navy ship morph to alien sections lol.Siber wrote:Sprite change trigger effects and on-damage-level triggers. So we can make battle damaged ships happen dynamically.
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That happens already to an extent. Sections turn darker as they are damaged.Hypothetical Wisdom wrote:Yeah, that's a really good idea. One kind of wierd thing you could do with that is have sections that change color or effect as they are damaged, or hae a navy ship morph to alien sections lol.Siber wrote:Sprite change trigger effects and on-damage-level triggers. So we can make battle damaged ships happen dynamically.
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A module that absorbs damage taken by a ship (either total damage, or damage to one section), and is then able to give bonus damage to a weapon, or buff a targeted weapon by a percentage relative to damage absorbed.
Also, a whole ship deflector module that is able to reduce incoming damage for as long as it has energy.
Also, a whole ship deflector module that is able to reduce incoming damage for as long as it has energy.
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How about combine the two into one, giving it two key fields; absorption energy cost (energy/damage), and percentage reduction.
It would probably be annoying to set up to protect the whole ship, as each section hit would have to check if the ship has one of the modules left. It could probably work better by targetting a single section, so you could also target it at a bubbleshield section to add a new spin on shielding.
It would probably be annoying to set up to protect the whole ship, as each section hit would have to check if the ship has one of the modules left. It could probably work better by targetting a single section, so you could also target it at a bubbleshield section to add a new spin on shielding.
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Energy absorbers!FIREST0RM000 wrote:A module that absorbs damage taken by a ship (either total damage, or damage to one section), and is then able to give bonus damage to a weapon, or buff a targeted weapon by a percentage relative to damage absorbed.
I'd like them to be like those in SOTS, reducing energy damage and increasing the damage/clipsize/etc relative to damage taken of all the hit ship's energy weapons.
As for the scanning thing, maybe it could make a invisible field which wraps around the ship, but targeting a single section would be fine too.
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1.) Make it so that the SM window can be resized without stretching or squishing the actual stuff inside. (So, basically, scroll bars in SM when you resize the window.)
2.) Reset the order of sections in SM. I was really confused when I downloaded SM4 and the sections were in the opposite order from SM3 (the one I was used to.) I want to go back to the old section order!
3) I like FIREST0RM's idea of a damage absorption module. But I think it should somewhat work like a deflector: it affects only one section at a time. However, my idea is that it must "vent" the energy it absorbs much more slowly than it absorbs more energy, meaning that if the section it protects is under heavy fire for too long, the module will explode, destroying the section it was protecting (encouraging strategic placement and protection) and damaging nearby sections.
4) For triggers, it might be easier to use the "name" box for indicating what parts to use. So, if I was building the recoiling gun from the first example in Mak0's guide to triggers, I would have to name the blaster and then, on the moving part's ED2 tab, set the blaster's name in a "Source" entry field. This would help clear up some of the confusion caused by the current trigger-setting method.
But, personally, I think we should really fix a lot of the bugs we already have before adding the possibilities of new ones. I'd rather have a old functional version rather than a new broken one.
2.) Reset the order of sections in SM. I was really confused when I downloaded SM4 and the sections were in the opposite order from SM3 (the one I was used to.) I want to go back to the old section order!
3) I like FIREST0RM's idea of a damage absorption module. But I think it should somewhat work like a deflector: it affects only one section at a time. However, my idea is that it must "vent" the energy it absorbs much more slowly than it absorbs more energy, meaning that if the section it protects is under heavy fire for too long, the module will explode, destroying the section it was protecting (encouraging strategic placement and protection) and damaging nearby sections.
4) For triggers, it might be easier to use the "name" box for indicating what parts to use. So, if I was building the recoiling gun from the first example in Mak0's guide to triggers, I would have to name the blaster and then, on the moving part's ED2 tab, set the blaster's name in a "Source" entry field. This would help clear up some of the confusion caused by the current trigger-setting method.
But, personally, I think we should really fix a lot of the bugs we already have before adding the possibilities of new ones. I'd rather have a old functional version rather than a new broken one.
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Cannot happen. Though theoretically you can replace them with your own, which gives some degree of customization I suppose.Hypothetical Wisdom wrote:Yeah, that and custom firing sounds/explosion sounds.
Something else that probably can't happen, due to the way explosions are set up.parameciumkid wrote:Someone might have mentioned this, but if not, I suggest allowing custom explosion sprites.
Uhm, what? Do you have any idea what the surfaces system is? Or are you babbling about something else entirely? If you mean sections blurring onto the surfaces layer with ship movement, that's probably the stupidest idea I've heard all day.TheBlueEcho wrote:How about Surfaces for sections? Possible or not?
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If you're looking for custom explosions, a way around the issue is to take the weapon with the weapon impact you want, and change the actual weapon sprite to what you want it to look like, along with bullet sprite, then tweak weapon behaviour until it acts like the weapon it looks like. It doesn't work with everything obviously, but in the most recent fleet I'm making, the Foundation has a Flashbolter that looks and behaves like a particle cannon, beauase I love the PC's weapon sprite and like the turret itself, but I don't like the impact. I do, however, like the FB impact, but don't like the weapon much itself. Match made in heaven for me.
Last edited by Verminator on Wed Mar 04, 2009 5:11 am, edited 1 time in total.
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