BSF 2 suggestion topic.
Moderators: th15, Moderators
yes, redesignating the parent section(s) for on parent destruction would be nice, but those the new parent(s) were parented two would still blow up/float around.vulstar wrote:-cut-
Be able to give parts a new master part when there current master dies. (so when you have 2 parts going to 1 part you can set the other of the 2 parts the master when his current master dies)
-cut-
this would allow us to release extra ships on destruction of the main one, without the glitchy ship deployer, that may already be battle damaged.
Flaming Leaches And Beetles On Rye Toast... my name is an acronym...
Would it be possible to add an option in SM for it to do something with selected sections other than flashing a red or blue outline around them?
"Okay. I'm gonna get your money for ya. But if you don't get the President of the United States on that phone, you know what's gonna happen to you?"
"What?!"
"You're gonna have to answer to the Coca Cola company."
"What?!"
"You're gonna have to answer to the Coca Cola company."
Ability to import/spawn custom background objects or backgrounds, like nebula galaxies or custom scenery, would be nice for star trek fans.
Ability for custom weapon contrails, having something else than missile smoke.
More advanced stuff for the encounter option, like real commands for spawning enemies, those text popups from campaign, and different triggers.
Ability for custom weapon contrails, having something else than missile smoke.
More advanced stuff for the encounter option, like real commands for spawning enemies, those text popups from campaign, and different triggers.
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- Vice Admiral
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Wraparound walls like Asteroids or Inner Space? Of course weapon fire wouldn't wrap around and the camera would stay put over your ship.
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- Commander
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- Location: Adding engines on mah' spacestation.
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I'm sorry if this was already posted, but -
Ability to toggle selection circles on/off.
Ability to use any section as the core.
Ability to toggle selection circles on/off.
Ability to use any section as the core.
[url=http://rm51-place.at.ua/]Some random site I made.[/url]
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- Commander
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Add "energy" stat to the ship.[I mean that the shipmaker chooses some part to be a "generator" that has some energy and regenerates it constantly, when it gets consumed by shots\thrusters\subsystems] This could make it possible to build more realistic (yeah, realism was euthanased very long ago, I know, but still...) ships that get "disabled" when the "generator" part is destroyed.
And add new tactics instead of the only "got to blast it all" tactic that dominates the game right now.
And add new tactics instead of the only "got to blast it all" tactic that dominates the game right now.
I don't give a damn.
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- Lieutenant, Junior Grade
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- Joined: Sat Jan 26, 2008 6:24 am
That would be good, especially if energy is only produced by core and sections scripted to do it, and while each weapon has energy cost (per shot in case of normal weapons and per frame in case of beams), engines of the ship also use those.
Of course, if it were to be implemented, there should be an otion to turn it off in single-player games, because I'm sure there'll be people who won't like that idea.
Of course, if it were to be implemented, there should be an otion to turn it off in single-player games, because I'm sure there'll be people who won't like that idea.
Recently, I've been making encounters, or trying to. Sadly, the encounter maker is very limited at the moment, so my requests are in that direction of its improvement, and actually for BSF 1, rather then BSF 2. I'm sure that some of them have already been posted in the past and forgotten, but here they are all the same:
1)Other criteria for ships spawning (ie. not just wave or delay), such as ship destruction, or event areas, so when a certain ship moves into it (or fires into it or something), it'll activate.
2)The ability to destroy a ship after certain criteria have been met, eg. it moves into a certain area or a certain amount of time has passed.
The ability to set movement or attack targets for ships, so they'll move in a certain direction and/or attack a specific target, possibly over and over, or maybe after a certain interval, wave spawn, or ship's destruction, they'll move again.
3)For both encounter maker and sandbox, neutral ships, ships that won't be directly attacked by either side, but can be hit by both, either by targetting or by stray bullets. As ReIncarnate said, they should target the first team that hit them, and when that team's ships are destroyed, target the other team. In addition to that, a timer that, once it's elapsed, causes neutral ships to stop attacking, and reset themselves to neutral. Also, the ability to make ships prioritize either enemy ships, or hostile neutral ships. And, maybe the ability to get on the good side of neutrals, by destroying the enemies who attacked them, without hitting the neutrals, or something along the line.
4)The ability to spawn powerups.
I'll probably think of or remember more, in which case I'll edit this.
1)Other criteria for ships spawning (ie. not just wave or delay), such as ship destruction, or event areas, so when a certain ship moves into it (or fires into it or something), it'll activate.
2)The ability to destroy a ship after certain criteria have been met, eg. it moves into a certain area or a certain amount of time has passed.
The ability to set movement or attack targets for ships, so they'll move in a certain direction and/or attack a specific target, possibly over and over, or maybe after a certain interval, wave spawn, or ship's destruction, they'll move again.
3)For both encounter maker and sandbox, neutral ships, ships that won't be directly attacked by either side, but can be hit by both, either by targetting or by stray bullets. As ReIncarnate said, they should target the first team that hit them, and when that team's ships are destroyed, target the other team. In addition to that, a timer that, once it's elapsed, causes neutral ships to stop attacking, and reset themselves to neutral. Also, the ability to make ships prioritize either enemy ships, or hostile neutral ships. And, maybe the ability to get on the good side of neutrals, by destroying the enemies who attacked them, without hitting the neutrals, or something along the line.
4)The ability to spawn powerups.
I'll probably think of or remember more, in which case I'll edit this.
Last edited by Bad Boy on Thu Jun 18, 2009 9:43 am, edited 1 time in total.
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- Lieutenant, Junior Grade
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to add on to that, the neutral ships should retaliate the side that fired upon it first (most recent hit wouldn't work because all you will have is ship that's having a seizure while it's turning to its target)Bad Boy wrote: 3)For both encounter maker and sandbox, neutral ships, ships that won't be directly attacked by either side, but can be hit by both, either by targetting or by stray bullets.