Way ahead of you, Goduranus. All the tanks I'm designing are hover-tanks.
Also, what are your ideas on fighters? I'm making invisi-aegis'd fighters that can only be destroyed by the splash of a plasma charge, but I'm thinking that there may be other ways, since that way missiles and normal flak doesn't work.
Ground battle concept
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tl;dr-ers will be shot on sight.
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tl;dr-ers will be shot on sight.
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"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)[/size]
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- Lieutenant Commander
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Firstly, there's no such thing as "real space combat" to begin with. Since . . . well, I think the reasons are obvious. Though "conjectural space combat" is a different story.
And I don't think that "terrain" would be that difficult to do, if one were to go in and fiddle with the program itself a little. All that would really be needed would be some sort of collision pathing (which IS easier said than done, I'll admit) and the ability to do line-of-sight calculations given floating objects that carry a certain "height" tag, and convey that elevation to objects on top of them. Of course, "Tanks Forever" would be a different game than "Battleships Forever with some Tank-like things" . . . but it's an interesting concept that makes me wish I knew more about programming.
And I don't think that "terrain" would be that difficult to do, if one were to go in and fiddle with the program itself a little. All that would really be needed would be some sort of collision pathing (which IS easier said than done, I'll admit) and the ability to do line-of-sight calculations given floating objects that carry a certain "height" tag, and convey that elevation to objects on top of them. Of course, "Tanks Forever" would be a different game than "Battleships Forever with some Tank-like things" . . . but it's an interesting concept that makes me wish I knew more about programming.