»jabjabjab Posted June 15, 2009 Report Posted June 15, 2009 I like how Cosmic Rift developed the bombs, and maybe we could do a few things simular aswell. Take for instance, their bomb has the option of gravity that pulls enemies in when exploding (or before.. i forget) but this would be very interesting to apply gravity to bombs (as a option, such as EMPBomb or Bounce, etc.) Shrapnel should also be given some interesting movements, like going in circles or to have gravity itself would be pretty neat. Bullets would be nice to have more than a maximum of 4 shot at once. I think it would be very interesting to shoot like 8 in all directions (excluding bursts because bursts are not bullet's rly). All in all I think that bombs would be very interesting to have gravity affects on enemy ships. I dont know C++ yet, but if I did I would love to attempt coding this out, but sadly im noob so gg me Quote
Samapico Posted June 16, 2009 Report Posted June 16, 2009 Speaking of gravity... your post made me think that putting gravity fields on the map (like ASSS-regions with gravity properties) would be cool. Either concentric gravity or directional... So someone could easily make a map with downwards gravity; or tehre could be some... particle accelerating tunnels or stuff that boost your bombs and guns. Yeah, gravity fields could be set to only affect weapons, people, or both.This could also lead to various complex physics puzzles Quote
»jabjabjab Posted June 16, 2009 Author Report Posted June 16, 2009 (edited) gravity fields? lol. You should make a door have gravity too while on... or make a floodgate kindof thing.. Like a good example would be like how Ecco the dolphin fights that one boss and the electric beam (like a door) makes him get sucked in and slowed down. Maybe you can make the field alter speeds by x amount. regions would be cool having like a 1 pixel wide tube slowly increase a bomb and suddenly stop it and proxy makes it explode or something. Just playing around with the gravity field idea might turn up some great zones, or events within them. Could also use this to make gravity pulls exist within certain walls or boxes etc. Edited June 16, 2009 by jabjabjab Quote
Samapico Posted June 16, 2009 Report Posted June 16, 2009 Well, if gravity fields can be switched on/off/reversed, with different triggers like LVZ objects, you could do all sorts of things.Slow regions could work more or less the same way... like a patch of dirt in a racing arena; it would slow your ship gradually until it's stopped. The possibilities are endless Quote
»jabjabjab Posted June 16, 2009 Author Report Posted June 16, 2009 Exactly. Can we make EMP bombs make your screen flash or something if you get hit? Quote
Drake7707 Posted June 16, 2009 Report Posted June 16, 2009 Well, if gravity fields can be switched on/off/reversed, with different triggers like LVZ objects, you could do all sorts of things.Slow regions could work more or less the same way... like a patch of dirt in a racing arena; it would slow your ship gradually until it's stopped. The possibilities are endless Like building a large hadron collider with bombs & ships ? All aboard the particle stream ! Quote
»jabjabjab Posted June 16, 2009 Author Report Posted June 16, 2009 (edited) Using weapons in racing with gravity would be interesting... throwing people off $$$$ Edit: How about some heat seaking missles? PriitK was planning on it or VIE or w/e. They made the icon gfx already so that would be interesting. Maybe we could also use that 'key' icon for something too. Finding a use for the Key Icon would be very hard to find IMO :/ Edited June 18, 2009 by jabjabjab Quote
kid Posted June 18, 2009 Report Posted June 18, 2009 turrets that you can drop bombs that seek people railguns (like thors) Quote
Sass Posted June 19, 2009 Report Posted June 19, 2009 heat seekers w chaff and flare defenses would be awesome! We also need proportions on ships in different polygonal shapes so weapons don't hit empty shapes. Quote
»jabjabjab Posted June 19, 2009 Author Report Posted June 19, 2009 The ability to switch from one decoy to the next, and also destroying decoys instead of (go through) would be interesting. Wall Decay would be interesting.. Especially with bricks. Maybe you should allow a regeneration time on wall decay, and make gfx that makes tiles look dirty and what not. Quote
Samapico Posted June 19, 2009 Report Posted June 19, 2009 Hmmm... for heat seakers... can client A know when client B is thrusting? If so, heat seekers could be affected by this.And chaffs would simply be a new 'heat source'. Heat management could have some purpose... perhaps you could add properties like thrustheat, afterburnerheat, gunheat, bombheat, cooling, etc.With some server commands that can override a player's heat, that could be used in various events. You could even have regions that are hotter and heat up the players in the area. Or cold regions, same thing.Different things could happen if you reach max heat; engine shutdown, core explosion, damage (i.e. x-radar lost), the event could be detected by ASSS module to do something else... Could be very cool. Of course, some people would also like to have an energy bar for shields and another one for the hull, for starcraft-ish maps, for example. So if there could be some way to add custom bars that can be controlled by various events, we'd have something very flexible and awesome there...Ammo... Experience / level up... Hull integrity... Heat... Afterburner fuel... NAME IT The standard energy bar could be done in the very same way, so it would be as easily configurable All this would kind of destroy the first suggestion on how heat seeking would work, since heat would only be there if you want it to... Perhaps have it so you can configure what 'criteria' the heat seeking bomb would use to follow a target... Either closest target, target with most/least of XYZ (i.e.: heat), target with most/least bounty, ... Perhaps be able to set a weight to each criteria, so distance would always be a factor, unless you do want the bomb to go through the whole map to find the rabbit, for example.Also, target-locking or seeking missiles... either it chooses a target when you fire it and follows that target, or it seeks any target matching the criterias the most, in real-time. So chaffs against target-locking missiles could simply unlock the target and the missile flies straight, while against a seeking missile it becomes a new target with specific values for each seeking criteria, so you can adjust the effectiveness of chaffs. Am I going too far? This would be every dev's wet dream I think. Quote
»jabjabjab Posted June 19, 2009 Author Report Posted June 19, 2009 (edited) MullenniumMan had the same idea when it came to Shield Energy and then main energy bars/levels. It's a fair idea, but it would drastically change how we play, unless you can make this thing optional. I suggest the energy bar be a green webbed geosphere around the energy bar that's green when good and red when bad. Also to BaK: Why don't you ever respond in Discretion Wars? Lol. I've been checking that zone every couple days to see how things r goin. (lookin good) just alot of stuff not workin. Edited June 19, 2009 by jabjabjab Quote
Samapico Posted June 19, 2009 Report Posted June 19, 2009 It could easily be set up for 'classic' usage... You set up only 1 bar, make it drain by X for each gun bullet, multifire bullet, bomb, mine, afterburners, you direct 100% of the damage to drain it, you make it recharge by X (minimum recharge, upgrade recharge, maximum recharge), you set EMP to freeze its recharge, and you make it so you die if it reaches... -1... since you can be EMP'ed at 0 or drain your energy with afterburners to 0.This is the kind of set up I had in mind for it. Would probably require some kind of big matrix to set up drain/recharge for each event for each bar you want to set up.And speaking of recharge, if it was somehow possible to have configurable 'properties' with minimum/upgrade/maximum values, it could be cool. Like with the 'cooling' thing, you'd get 'cooling upgraded' greens and you could easily configure it throughout ships, and the server could do things to you depending on those properties as well, instead of having to 'cheat' and virtually handle a property on the server-side (i.e. the ammo in Hyperspace... gun/bomb upgraded greens were considered as 'ammo picked up' things) I should write a novel. Quote
»jabjabjab Posted June 19, 2009 Author Report Posted June 19, 2009 (edited) Make Recharge gfx more flexible, instead of a line. Edit: I bet ya if we were to get the 3d models of the ships somehow, We should make more than 40 angles for the ship $$ Edited June 19, 2009 by jabjabjab Quote
Dr Brain Posted June 20, 2009 Report Posted June 20, 2009 Hmmm... for heat seakers... can client A know when client B is thrusting? If so, heat seekers could be affected by this.And chaffs would simply be a new 'heat source'. Heat management could have some purpose... perhaps you could add properties like thrustheat, afterburnerheat, gunheat, bombheat, cooling, etc.With some server commands that can override a player's heat, that could be used in various events. You could even have regions that are hotter and heat up the players in the area. Or cold regions, same thing.Different things could happen if you reach max heat; engine shutdown, core explosion, damage (i.e. x-radar lost), the event could be detected by ASSS module to do something else... Could be very cool. Of course, some people would also like to have an energy bar for shields and another one for the hull, for starcraft-ish maps, for example. So if there could be some way to add custom bars that can be controlled by various events, we'd have something very flexible and awesome there...Ammo... Experience / level up... Hull integrity... Heat... Afterburner fuel... NAME IT The standard energy bar could be done in the very same way, so it would be as easily configurable All this would kind of destroy the first suggestion on how heat seeking would work, since heat would only be there if you want it to... Perhaps have it so you can configure what 'criteria' the heat seeking bomb would use to follow a target... Either closest target, target with most/least of XYZ (i.e.: heat), target with most/least bounty, ... Perhaps be able to set a weight to each criteria, so distance would always be a factor, unless you do want the bomb to go through the whole map to find the rabbit, for example.Also, target-locking or seeking missiles... either it chooses a target when you fire it and follows that target, or it seeks any target matching the criterias the most, in real-time. So chaffs against target-locking missiles could simply unlock the target and the missile flies straight, while against a seeking missile it becomes a new target with specific values for each seeking criteria, so you can adjust the effectiveness of chaffs. Am I going too far? This would be every dev's wet dream I think.Lets call them radar guided instead. Quote
»jabjabjab Posted June 20, 2009 Author Report Posted June 20, 2009 Can't you just code it to go to the nearest player's coordinates and give it gravity affect too? (alivetime setting would be needed too) Quote
»Purge Posted June 21, 2009 Report Posted June 21, 2009 Having the player's coordinates would be the end target, but the bomb would have to travel a trajectory for it to get there. That's kind of the hard part. Quote
»jabjabjab Posted June 21, 2009 Author Report Posted June 21, 2009 well wouldent the gravity give it speed or somethin? I mean shoot it like a regular bomb, it will start with speed, go a direction, but the (natural gravity "heat") of the ship will attract it. Having a ShipGravity setting in settings would be good for that. I mean it sounds like that would work best. (IMO, a rly good event that mimicks targetting using a wormhole in Trench Wars is called ?go AfterBurner (made by flibb). it's cool. I see it kindof like that. Quote
»jabjabjab Posted July 26, 2009 Author Report Posted July 26, 2009 a month later.... TADAHHHH!!!!Here's the Gravity Mine gfx & here's a high definition animation of it. Quote
Samapico Posted August 3, 2009 Report Posted August 3, 2009 How about partial stealth/cloak... Maybe if you're low on power, or if the stealth or cloak value of your ship (+greens and all) make it so, you could be partially stealthed or cloaked... i.e. your ship would flicker on opponents' radars/screen, giving only approximate information. Maybe a stealth of 50% would keep you covered if you're pretty far, but if you're close enough to the enemy, he will see you more or less clearly anyway. Quote
Gannon8 Posted August 12, 2009 Report Posted August 12, 2009 How about partial stealth/cloak... Maybe if you're low on power, or if the stealth or cloak value of your ship (+greens and all) make it so, you could be partially stealthed or cloaked... i.e. your ship would flicker on opponents' radars/screen, giving only approximate information. Maybe a stealth of 50% would keep you covered if you're pretty far, but if you're close enough to the enemy, he will see you more or less clearly anyway.mmm... I kinda don't like it. Just not powerful enough. Quote
Cren Posted August 12, 2009 Report Posted August 12, 2009 (edited) a month later.... TADAHHHH!!!!Here's the Gravity Mine gfx & here's a high definition animation of it.Damn nice animation.thats epic i like it hmm i have an idea of my own: Flak cannons:a gun that shoots normal bullets that explode on contact with a wall or in a certain radius of a player sending Shrapnel like bullets everywherethese could be deadly for Fast moving ships >;Dhowever theyd Have a slower speed and higher alivetime to make them noticeable and faircant dodge something traveling epicly fast that explode in your face sending like 20 shraps in random directions lol Reverse-Gravity Field:just randomly thought of thisthink of it as a Extremely useless Repel that does nearly nothing...well it doesnt just do nothing. instead things within a certain range of your ship decrease speed until they stop and go in the other direction(useful for avoiding extremely close shots) also this pretty much nulls Mines as soon as your in radius of the mine it turns into a bomb (jsut like repel does) and starts forcing it away from your ship The Negative side is that it might force mines bombs and bullets towards teamates witch can be realy annoying to them.(see hyperspaces Basing could you immagine dodging complete volleys of shots while your teamates take the full brunt of the damage? not much fair is it)also it takes a decent amount of energy to use (unlike Xradar and cloaking etc this actualy consumes your Energy over time instead of just decreasing regen so using it with stealth and cloaking and other energy using items is jsut going to excel your energy depletion and Cloaking useless when using cause enemies are going to notice a bomb swerve randomly to the side and go "Wth?" and fire in your general direction,or worse turn their X-Radar on and know exactly where you are and by that time youve decreased your energy to critical levels)EDIT:R-G Field would also null the Homing on the seeking missiles making them instead travel in Crazy random directions(if u ever create them ) Holy Crap didnt think id end up typing this much O: well Have fun on Continuum pplz*goes back to attempting to create a godamn zone with ASSS* -.- Edited August 12, 2009 by Cren Quote
»jabjabjab Posted August 12, 2009 Author Report Posted August 12, 2009 Most of what you suggested is already avaliable here in SubSpace. (the canon / anti-grav rep) & thx. Quote
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