ship technology
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- Large Juggernaut
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ship technology
How detailed is ship creation gonna be? I need to know this before I can write up my ship building ideas.
Currently I'm leaning towards something of an amalgam of the Stars!, MoO and SE systems....
Currently I'm leaning towards something of an amalgam of the Stars!, MoO and SE systems....
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- Geoff the Medio
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utilae wrote:very
Geoff the Medio wrote:Not decided yet.
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- Large Juggernaut
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Okay....
Basics:
multiple hull designs
Hull maximization?
multiple weapon types
weapon miniaturization?
powerplant?
scanners?
special hulls that have somewhat restricted uses?
unresearchable techs that you must find in order to use?
armor is a number based on what you've put into the design.
and a number for the hull itself?
shielding, with multiple types of shield generators?
And there's the weapon array idea I posted in the other thread, maybe make it something you have to research?
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- Large Juggernaut
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I figure I can do it by combining traits from MoO, Stars!, and SE4. Doesn't really sound HARD, just time consuming.solrac776 wrote:I second that. My admiration to the person who does it though.utilae wrote:To elabourate, a reasonable level of ship design with a good and simple user interface.
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- Large Juggernaut
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Stars! had several nice features. But the basic ship design part was somewhat lacking IMO... There was only 2 or three designs that were any good late game and they were incredibly expensive. And there were some annoying gameisms that were a bit too exploitable.Zpock wrote:I think stars! is hugely superior in this area.
Hmm... I just thought of something interesting. Maybe make reload time a function of the powerplant capacity of the ship. Or perhaps it would be better called "Charge time"? :p The basic idea here is that the amount of time it takes to charge a weapon is a function of the amount of power available to charge the weapon.
Example:
Lets say you build a frigate, with a relatively low tech engine. Lets call it hydro ramscoop. And we'll say it produce 100 megawatts of power. Now the ship is equipped with 2 "Cobalt Lasers" that each require 60 megawatts to charge the weapon in one combat round. So either the second cobalt laser fires every other round or both of them do.
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- Geoff the Medio
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- Large Juggernaut
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Welllll.... the idea here is to have the fire rate determined by the weapon type and the powerplant..... Thus using a few weapons with a mediocre powerplant would give you a high fire rate. hmm... Maybe even give a sort of "Gatling" effect if you had a high enough amount of power available. Like 2-3x the amount required to fire the weapons once.Geoff the Medio wrote:Seems unnecessarily complicted... Just have a single Rate Of Fire rating for the ship which determines how many shots it puts out when it fires, or a single Reload/Recharge time which determines how many "rounds" or how long in continuous battle-time between firings.
New evil idea.....
Get rid of the "move X squares each round" combat system. It's been stated that to make having a variety of weapons useful a sort of GUI interface is required. But the chess board system seems to be very unrealistic.... My idea? Hehe..... You guys are familiar with the game "Asteroids" right? If not I can email you a shareware version. The idea here is that ship speed is the ship's acceleration/stopping rate. And that turning isn't gonna do you much good if you can't stop to move towards your new target. But this raises a question how to prevent ships from fleeing? Part of this proposal is to add tractor beeams as ship components that can be used in battle. Either as a way of stopping enemy ships or to simply divert their course away from their intended targets.
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YES! Newtonian physics are a must have I think.New evil idea.....
Get rid of the "move X squares each round" combat system. It's been stated that to make having a variety of weapons useful a sort of GUI interface is required. But the chess board system seems to be very unrealistic.... My idea? Hehe..... You guys are familiar with the game "Asteroids" right? If not I can email you a shareware version. The idea here is that ship speed is the ship's acceleration/stopping rate. And that turning isn't gonna do you much good if you can't stop to move towards your new target. But this raises a question how to prevent ships from fleeing? Part of this proposal is to add tractor beeams as ship components that can be used in battle. Either as a way of stopping enemy ships or to simply divert their course away from their intended targets.
Dear god no! I recall this came up during Moo3's development - when you have more than 1 or 2 ships to manage it would become impossible to have any degree of control over your fleet.Zpock wrote:YES! Newtonian physics are a must have I think.
Besides, when you have FTL travel newton tends to go out of the window.
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