Author Topic: tertiary weapons  (Read 21411 times)

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Offline phreak

  • Gun Phreak
  • 211
  • -1
i know this has been brought up before, but i finally got some ideas for the new proposed third "weapons" pod.

-cloak: hides a ship, both visually and electronically, for a limited time  (i figured out how to do this. just need a texture map)
-ammo pod: carries extra ammo for primaries or secondaries
-boost pod: provides giant speed burst for a limited time (WCP Wasp)
-jammer: makes your ship untargetable on radar. unless there is an awacs. effectiveness increased at range
-super jammer: scrambles all hostile's radars within a certain range. awacs effectiveness limited
-energy pod: stores extra energy to quickly replenish afterburner, shield, and laser energy.  unused energy will replenish the pod
-thruster pod: adds a 'turbocharger' to your ship. top speed will increase. afterburner will replenish faster.
-reactor pod: energy output is increased

please read this for more detailed descriptions
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Weapons%20changes
« Last Edit: December 19, 2003, 09:33:31 am by 31 »
Offically approved by Ebola Virus Man :wtf:
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Offline JC Denton

  • Node For Me
  • 27
or "real" beam cannons with proper warmup/warmdown cycles? :P

We might get an energy gauge along where the top arc of the hud would be to show how much juice is in the batteries, as well?

And for mod support, think you can adapt the #Beam Weapons part of the weapons.tbl to define all this stuff in?
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Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
it would be nice to have external hardpoints for heavy torpedoes and rocket pods, beam cannons and stuff like that.

i had an idea awhile back for integrated weapons systems on ships. a ship would have guns built in, such as gatling guns,  blindfire weapons, or beam cannons. it would be something cool for me to play with.
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Offline Flaser

  • 210
  • man/fish warsie
The whole way how loading fighters/bombers should be changed.
These crafts have modular weapon systems 'cause you can change your weapons from mission to mission, and it seems it has been standard since the Great War.
The idea is to keep the modular integrated weaponslots, but upgrade the whole idea a little bit.
What do I mean?

Each fighter should have a certain number of internal and external slots.

Each weapon would have a certain number of slots it requires.
There should be 3 kind of slots: slots for electric weapons (standard FS2 weapons, Maxim and MS included), slots for missiles, and slots for other equipment.

Some slots can be combined, so you can have a slot capable of carrying both missiles and guns, but it's too small to accomodate anything with a huge puch.

Weapon statistics should be extended.
Instead the now standard 1 to 6 factors, pilots should now more precise data about the damage their weapons cause, as well as their true energy demand.

The pods mentioned above are great. These should have a size as well, so you need a certain number of pods to use.

Most modern pods would fit into gun-pods as well, so they can be internal.
However, pods on the exterior are a lot less defended, so you can easly have them shot off. Same goes for weapons.
Some weapons or pods could have more armor to counter that, since an external slot dubbler is always outside.
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Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Quote
Originally posted by Nuke
it would be nice to have external hardpoints for heavy torpedoes and rocket pods, beam cannons and stuff like that.
 


Just rig it so that fighters can carry turrets, and put the turret to having beams, missiles, or flak, that works without SC mods...
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Offline Solatar

  • 211
I think we want to control the firing of all this stuff.:)

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
I certainly like the sound of this, especially having heavy torpedoes and what not.

  

Offline Knight Templar

  • Stealth
  • 212
  • I'm a magic man, I've got magic hands.
Quote
Originally posted by Petrarch of the VBB
I certainly like the sound of this, especially having heavy torpedoes and what not.


not to mention all of phreaks ideas ;7
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Offline Petrarch of the VBB

  • Koala-monkey
  • 211
Well indeed.

 

Offline diamondgeezer

This seems like a good a thread as any in which to restate my desire for an 'anti-huge' flag. Basically this is the opposite of the 'huge' flag, and is used for 'air-to-air' weapons. I want dedicated dogfighting missiles for FS:AAB, and I really would like it if the AI wouldn't fire said weapons at big ships. It would also help if the player couldn't lock up big targets with A2A weapons, and fighters with A2G weapons, etc.

Coders please PLEASE PLEASE look in to this.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
i dont like quick hack solutions, making a turret denies the pilot of his control capacity.

on anoter note you can have mine launchers and laser designatrs as external equipment.
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Offline pyro-manic

  • Flambé
  • 210
Cool idea. I have a feeling this will be horribly complicated to implement, though....
Any fool can pull a trigger...

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
I've wanted to do this for some time but I can't make heads or tails of the ui code
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Offline Flaser

  • 210
  • man/fish warsie
The whole turret idea remind me of Archimedean Dynasty.

You could order turrests to shoot down incoming torpedos, attack hostiles or attack your target, or fire in sync with your main gun.

Anti-missile system anyone? ;7

The whole concept is becoming more and more Mechwarriorish:D ...not that I would mind.

Adding a certain number of slots to a fighter - for missiles, lasers, and ballistic guns, plus omni slots that would fit anything players would have a huge variety of combinations at their hands.

To make it FS consistent, the onboard targeting computer wouldn't handle infinite number of weapon systems, so weapons have to be chained together into groups and each group could contain only similar weapons.

Ingame instead of the weapon names you'd be given GROUP 1, GROUP 2 - and another console to tell what each group holds.

We could have more than two groups but then more control would have to be given to the pilot - a very Mechwarriorish weaponcontrol.

Adding external and internal slots and a slot requirement for weapons could fit nicely with all the systems or tertiary weapons.

Each weapon could have a damage treshold of its own, so outside systems - like turrets - could be blown.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Woolie Wool

  • 211
  • Fire main batteries
Quote
Originally posted by diamondgeezer
This seems like a good a thread as any in which to restate my desire for an 'anti-huge' flag. Basically this is the opposite of the 'huge' flag, and is used for 'air-to-air' weapons. I want dedicated dogfighting missiles for FS:AAB, and I really would like it if the AI wouldn't fire said weapons at big ships. It would also help if the player couldn't lock up big targets with A2A weapons, and fighters with A2G weapons, etc.

Coders please PLEASE PLEASE look in to this.


I wish bombers would stop using bombs on fighters. It's kinda strange to see a bomb explode nowhere near a capship.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

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Offline Hudzy

  • Apollo Pilot
  • 28
I've never seen them do that.

 

Offline diamondgeezer

Woolie, for ****s sake, you quite clearly don't know the first thing about FreeSpace so could you please just be quiet for five minutes. The AI will not fire bombs at fighters because of the 'huge' flag - huge weapons will only be fired at big ships. The 'bombs' you see fired at fighters are cluster missiles.

Sorry if I sound a bit harsh but you're really getting on my tits

 
Quote
Originally posted by diamondgeezer
This seems like a good a thread as any in which to restate my desire for an 'anti-huge' flag. Basically this is the opposite of the 'huge' flag, and is used for 'air-to-air' weapons. I want dedicated dogfighting missiles for FS:AAB, and I really would like it if the AI wouldn't fire said weapons at big ships. It would also help if the player couldn't lock up big targets with A2A weapons, and fighters with A2G weapons, etc.

Coders please PLEASE PLEASE look in to this.


Yes yes yes! Time and again capships waste AAA and flak volleys on other capships. What a good idea. :yes:

Sid.

 

Offline diamondgeezer

Arrgh, here we go again. Sid my pedigree chum, cap ships only fire their flak, AAA and what have you at other caps if they have no fighters or bombers in their range or field of fire.

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Makes sense too. If you've got nothing else to fire at why not target the enemy cap. The slight damage it does may make the difference between jumping out with 1% hull or getting destroyed.
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