Jump to content
SubSpace Forum Network

Recommended Posts

Posted (edited)

Most of what you suggested is already avaliable here in SubSpace. (the canon / anti-grav rep) & thx.

Lolwut?

ive never seen a flak cannon or anti grav field like thing in subspace so far. got any Screenies?

ive only been here like a month cause i never seriously got into this game so didnt bother joining the forums

and i quit after awhile and forgot my profile an pass so yeah (still gotta say SSCE hyperspace takes the cake even when i first joined the community.)

 

anyways i took so long to reply cause i started tweaking my Server/zone a bit after i figured out a couple new things

and i looked at the 3d models of subspace ships? thread(damn didnt think itd take over an hour to read that crap O_o

 

I had no clue that in such a small comunnity ppl could have such a huge ammount of skill in those areas.then again this is SubSpace Nearly anything could happen blum.gif

 

btw anyone got any ModelMaking programs or w/e? i wanna customize my server to change the ship models but i seriously suck at using paint (and its extremely annoying to use anyways and im pretty sure no one uses it to Make pictures anymore lmao)

i could use a good Program and a tutorial to Edit ship models.

And itd help if they were free with no Lame-Ass trials

although if i can reactivate the trial by uninstalling and installing it again i dont mind itl jsut take 1-30 minutes blum.gif

Edit:if you can make me models id be Drop-Dead happy ;) <--{click for thread) i dont care what they look like as long as its a ship and its look suits the specified name but even if not im tired of the old Continuum Ship looks they get boring after awhile

and im still trying to get the godamn thing running lmao

Thx ;) dirol.gif

Edited by Cren
Posted (edited)

Most of what you suggested is already avaliable here in SubSpace. (the canon / anti-grav rep) & thx.

Uhh, not sure about the cannon, but if you set the repel speed to a negative number, the repel sucks you in.

 

Also:

1. Server side controlled weapons. They send pos. packets like every other player.

2. Custom bomb functions (ex that sin(t) suggestion)

Edited by Gannon8
Posted

mines that move in a specific pattern such as

 

-------->
^       |
|       |
|       |
<-------V

 

turrets you can drop (non player turrets)

 

shootable bricks

 

degenerative walls

 

boomerang-esque weapons

 

fire in all facets (whether it be a torch or fuel you drop behind you that burns, doing damage over time)

 

status effects like emp - like forcing them to have an engine shutdown or doing damage over time, or reversing their controls

 

lightning type attacks that arc from ship to ship based on proximity and how many jumps it has already made

 

bullets that go through enemy ships

Posted (edited)

mines that move in a specific pattern such as

 

-------->
^       |
|       |
|       |
<-------V

 

Shrapnel would also be good to do that...

 

Example:

(Ship)----------ShrapnelLoops----------:0 (none) 1^ (loops enabled)
(Ship)----------ShrapnelLoopRadius-----:0 (average of 32) 1^ (custom)

 

 

 

turrets you can drop (non player turrets)

 

Hmmm... We would need to add a new section for turrets..

 

Example:

AutoTurret------AttentionRadius--------:0 (average of 6 tile radius) 1^
(custom)
AutoTurret------TurretAliveTime--------:0 (average of 30 seconds) 1^ (custom)
AutoTurret------MaxTeamTurrets---------:0 (none) 1-100 (min,max)
I
I
(Ship)----------MaxAutoTurret----------:0 (none) 1-100 (min,max)

 

 

shootable bricks

 

I love that idea!

 

Example:

Brick-----------BrickLegnth------------:0 (=3) 1^ (custom, also allowing just one brick)
Brick-----------BrickThrust------------:0 (none) 1^ (adds positive thrust if negative, same vice versa)
Brick-----------BrickDamageMode--------:0 (only 'BrickDamageLevel' is accounted for) 1 ('BrickDamageLevel' and 'WallDamageLevel' are added together.
Brick-----------BrickDamageLevel-------:0 (= 0 + 'WallDamageLevel' setting, if 'BrickDamageMode' is set to 1)

We could also make a brick burst to push people away.. but then thats a repel so...

 

degenerative walls

Already thought of, but it's still a great idea.

 

Example:

Wall-----------SpeedImpactMin----------:0 (all speeds in contact hurt the ship) 1^ (limits the amount of speed of ship minimum higher. EG: SpeedImpactMin=300 All ships hitting a wall with 300 speed and up get recieved damage.
Wall-----------WallDamageLevel---------:0 (= no damage to ship on contact)
Wall-----------WallEnergy--------------:0 (if set to 0, no damage to the walls is possible.) 1^ (gives walls energy, and when drained they dissapear, and reapear in optional time.
Wall-----------WallRegenerationTime----:0 (default is set to 10 seconds) 1^ (amount of time for a wall to regenerate after degeneration.

 

Here's an idea i came up with to add to the graphic feel of this idea...

Wall-----------WallSet(1-4)------------:1-179 (tile number start)
Wall-----------WallSetlegnth-----------:2-4 (amount of tiles on the line from 'WallSet tile' after it used in a tile animation.

 

We could make a seperate tileset just for this module. DCME could do stuff with it too.

 

 

boomerang-esque weapons

Good idea.

 

Should have it get stuck if it hits a wall or reverses.

 

 

fire in all facets (whether it be a torch or fuel you drop behind you that burns, doing damage over time)

 

I think afterburner could have a extra setting to go for that.

 

status effects like emp - like forcing them to have an engine shutdown or doing damage over time, or reversing their controls

 

Example:

Bomb----------EMPReversable-----------:0 (no) 1 (yes)

 

lightning type attacks that arc from ship to ship based on proximity and how many jumps it has already made

Bomb----------EMPShockDistance--------:0 (defaults to 4 tiles) 1^ (custom)
Bomb----------EMPShockDamageLevel-----:0 (none) 1^ (custom)
I
I
(Ship)--------EMPShock----------------:0 (no) 1 (yes)

bullets that go through enemy ships

 

We Could just call it a torpedo bullet or something really creative.

We could just give that special bullet a energy and have each ship decrease it by 200.

Edited by jabjabjab
Posted (edited)

▲ ► ▼ ◄ maybe some tiles with slants in them on just one corner too.

 

 

Edit: Maybe we should add tile properties and like have tile collision presets like you can put collision:1 with a prievew of just a box.. 1 top right corner slant 2 top left corner... so on so forth until it reaches end with a diamond-like collision.

Edited by jabjabjab
Posted
I love the creativity, this is the reason for making Discretion. Although I feel like I get bogged down in the details of implementation a lot, I really hope I can get all these in (and more!).
Posted

Hmmm... if you remember me talking about having customizable 'energy bars' for various purposes (shields, splitting afterburner from energy, things like that). Well these could be your ship's subsystems, and EMP bombs could be made to target some of these specifically. i.e. it could disable your engines pretty easily: You make it so a small amount of engine power is required for normal thrust and rotation, you

 

Some example of what the settings could look like, with recharging shields, a hull integrity, and engines... and a bunch of other stuff, actually. Having fun here. Might spawn some ideas about implementation.

Some discussions are scattered in there concerning some stuff... like shrapnel being discussed in the bullet description. Don't ask me why.

 

Subsystems:
#Shields
{
style: bar, green
}
#Hull
{
style: percentage, yellow
CausesDeathBelowZero: true
}
#Engines
{
style: bar, blue
}
#Heat
{
style: numeric, red
CausesDeathOverMax: true
//Would be nice to have other possible effects, such as damaging other subsystems when going over/below some thresholds; jamming weapons
//Perhaps a whole different section could define simple effects/scripts that can then be triggered in different ways (firing weapons, emptying your engines subsystems)
}
#Schwartz
{
//Only used on sysop ship, allows it to use super weapons, roar!
style: invisible   //override this on sysop ship to make it show up
}
#add whatever you want, stop complaining
{
}

 

Weapons:

#Bullet
{
levels: 4    #Can be upgraded through greens or prizes or whatever
damage: 100
damageupgrade: 50
target: "Shields", "Hull"   //Damages shields first, then the hull itself when shields are down
cost: "Shields"=75, "Heat"=-10    //So this would make the Heat go up
projectileradius: 1
proximityradius: 0
blastradius: 0  //Direct impact only

projectilespeedinitial: 500
projectilespeedmaximum: 1000
projectilehomingthrust: 10   //"thrust" value given to the projectile to seek its target (or simply to accelerate from 500 to 1000 in this case)
projectilehomingrotation: 0 //"rotation" value given to the projectile to seek its target
//You can get a bunch of different styles of homing weapons with these 4 parameters


//insert stuff about source (X, Y) offset, orientation, number of projectiles, pattern... EDIT: or don't, that should probably go in the ship settings.
//or they could go in either one... if the pattern is proper to the weapon itself, put it here, and use it on different ships
//if you want ships to use the same weapon with different patterns (double-barrel, multifire), override these parameters in each ship's settings.

//insert stuff about shrapnel, ... why not have a flak bomb that launches smaller bombs on impact, which themselves launch small shrapnel? i.e. define a #Ubershrap weapon, and refer to it here as secondary explosion
//perhaps if Ubershrap has 5 different levels, you'd use something like:
shrapweapon: "Ubershrap"=3   //if you want to use the level 3 Ubershrap for this
//You could create an infinite loop of blasts... if Ubershrap has bullet as shrapweapon... OMG. PEW PEW PEW.

//insert BS about icons, graphics, sounds and other stuff here

}

#EMP bomb
{
levels: 12    #Why not
damage: 10
damageupgrade: 20
target: "Engines"
freeze: "Engines"
freezetime: 500   //voids the 'recharge' value of the target subsystem
//there's probably a better way for this... one could want to deal different damage to Shields and Engines, for example.

freezetimeupgrade: 150
cost: "Shields"=400, "Heat"=-100

//Direct impact only, but the missile itself has a thickness. The only difference with this and prox radius would be how it can go through holes.
//Projectile radius of 0 would go through walls, like a thor hammer
projectileradius: 3
proximityradius: 0
blastradius: 50
}

#Heat Bomb
{
//blahblahblah
target: Heat
damage: -500  //Makes target's heat go up
freeze: Heat
freezetime: 200   //ok... freezing heat sounds weird, but basically voids the cooling for 2 seconds
}

#Beam
{
gothrough: true   //Hell yeah

//should have some way to have a... continuous beam of some sort. A maximum length, some reduction of its damage over distance, etc. These could be useful for other things too... Shotgun-like weapons, strong at close-range, useless far away.
//Which kinds of bring another topic... should each individual projectile fired by a weapon (i.e. multifire, double-barrel) be treated independently so a double-barrel weapon does 2x damage? If you want to make a shotgun kind of thing, would be nice if it fired a bunch of individual projectiles. I'm guessing this could be specified as a weapon parameter.

}

 

Ships:

#<All>
{
//Default values that are the same for every ship; can be overridden for a specific ship too
Subsystem "Heat"
{
rechargeinitial:-300
rechargeupgrade:0
rechargemaximum:-300
range: -100, 1000    //One could want to express this value in a particular unit (i.e. degree Celsius) just by adding a symbol on the HUD next to the value
}

//stuff
}

#1
{
name:"Your moma's butt"
Subsystem "Heat"
{
CausesDeathOverMaximum: false //Oh what's this? Your moma's butt can't get too hot
range: -280, -220 //Some uber cooling going on in this ship
}

weaponsinitial: "Heat bomb"=1, "Bullet"=1

weaponsmaximum: "Heat bomb"=5, "Bullet"=4, "EMP bomb"=12, "Ubershrap"=1   //Yeah, why not fire shrap directly? ... Ok it would look stupid, but STILL.

thrustinitial:
thrustupgrade:
thrustmaximum:
thrustcost: "Engines"=50
afterburnerinitial:
afterburnerupgrade:
afterburnermaximum:
afterburnercost: "Engines"=500
rotationinitial
[...]
rotationcost: "Engines"=50

}

#2
{
name:"Javelin"
}

 

 

 

While writing all this I kept in mind the "Could you still have an arena exactly like in Continuum?" thing, and yes, it would still work. A subgame.cfg -> discretion settings conversion could be done pretty easily also.

 

Enjoy my ridiculous suggestions

Posted
levels: 12 #Why not

 

If you want to use the existing protocol for weapons (and not have to rewrite the server handling of them), you only have 2 bits to play with, hence 4 levels. I will need to make a Discretion weapon packet at some point I assume.

Posted

Also... how about if all the weapons/specials were handled the same way...

 

For example, the repel would simply be a weapon, with some triggerdelay:0 property so it explodes right on launch, and a gravity effect

 

To reproduce what continuum can do, that would require a lot of properties to begin with, but over time, it would allow for VERY diverse weapons and items. For example, a repel that you can throw at someone, a massive anti-gravity bomb that shoots off shrapnel that act like small repels... Or some weapon of mass destruction that launches burst "seeds" everywhere, and they go off.

 

If you introduce forces, each weapon projectile and ship could have a weight, so repels would have different effects on them. For VIE-style settings, set weights to 0, and repels give objects the maximum repel speed instantaneously.

Posted
levels: 12 #Why not

 

If you want to use the existing protocol for weapons (and not have to rewrite the server handling of them), you only have 2 bits to play with, hence 4 levels. I will need to make a Discretion weapon packet at some point I assume.

 

Any reason not to use the existing 16-bit weapon field as the "discretion weapon id"? That would require only a few minor modifications to the server. Then you can make 65k types of weapons. A server owner can even make it backwards compatible, by having weapon 0x2454 be a Prox L3 prox bomb with 10 L2 shrap (no shrap bounce).

  • 2 weeks later...
Posted

If you've got time to learn it, try Blender.

yah ive got plenty of time. so far the only thing i have to do is play games so learning something new is gunna b fun :D

 

So many smart people here :< i feel like school taught me nothing. (owait most of what i learned im probobly not gunna use anyways so -.-)

Trying blender now.

Posted

I've got some, well.... less ambitious... suggestions, lol.

 

1) And option for bombs so that, when a bomb's time expires, it will either go dead (disappear), or it will explode when the timer expires. It would be interesting in instances where your bombs have a high damage radius, so even if nothing is near the explosion, or at least not close enough to trigger prox, it may still be "felt".

 

2) Allow the fire rate to be different for each weapon level. Red bombs may shoot like a machine gun, yellow bombs may shoot half as fast, and blue bombs may shoot a quarter as fast, and so on.

 

3) I know it's been suggested that weapons not be limited to 4 levels (including the level possible when carrying ball/flags), however, if that suggestion isn't implemented, I'd like to suggest making it possible to let ships use level 4 weapons without having to carry a ball/flag to get them.

 

 

Okay, now for my more ambitious ideas...

 

4) Allow dual barrel bomb launchers, with a configurable firing angle (for both single and dual, so even if you have only a single launcher, you could fire your bombs backwards, if the ship is configured that way.)

 

5) For capital ships, allow turret "offsets" from the center of the ship they are attached to. So, you may have a turret towards the front of the capital ship, and a turret towards the back. If possible, make it so turrets can avoid damage somewhat, if they don't take a direct hit. (Think of the Star Destroyer in Star Wars)

 

6) Allow bursts to have a configurable firing arc (angle) as well. For example, bursts could be an anti-pursuit weapon. If you're running from someone, and your ship is configured to fire 16 burst bullets at 180 degrees (your ship's aft) in a 90 degree arc, that would be very cool. An arc of burst bullets would fire out the back of your ship.

Posted

alot of your suggestions are possible.

 

 

For double barrel bombs, i suggest shrinking the bomb gfx by 50% (with trails) and allowing double barrel in that way. For Double barrel bombs, they should have their own settings on the bomb formula seperate from the regular bombs due to size & what not.

 

 

The offset turret locations on a ship is a good idea. I suggest that if BaK goes through with that, to make an extra turret gfx smaller for things like wings, and to have the settings like how the engine exhaust is plotted.

  • 3 weeks later...
Posted

A bomb that goes through enemy ships and hits ships behind them

A bomb that shoots bomblet shrapnel that explode into normal shrapnel, sort of like those fireworks.

A "heal weapon" that heals instead of harms (works on teammates of course :) )

A bomb that shoots lightning at players within a certain range, like shrap but doesn't need to hit; it just zaps straight to the enemy ship

Perhaps a disarming gun/bomb that doesn't do damage, but decreases a stat like guns/bombs/recharge/whatever

Brick that does damage when hit.

A Magnetic brick.

Bursts that shoot bombs that activate after the first bounce and explode afterward.

FLASHBANG! :(

KAMAKAZI MODE! :)

Posted

Heal weapon is possible, just has to be enemy, and person has to hold a flag with a -100% damage percent.

... Much simpler than that, you just set bombdamage to a negative value and wall blast your teammates blum.gif

 

Problem in Continuum is that every bomb or bullet damage values are linked together, so it's limiting... but with Discretion, you could set any weapon to be healing.

Hitting teammates or not could be an interesting flag for weapons too.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...