Dr Brain Posted February 5, 2004 Report Posted February 5, 2004 Ok, here is the deal. I need a bunch of components for ships. Anyone got any ideas? There are 9 values each component needs. name (Duh?)exp_requirement (0 to 10000) (1000 is still a newbie, 5000 is a vet, 10000 is uber vet)cost ($)weight (1 to 10)possible_ships (any combination of 1 through 7) speed (-10 to 10)rotation (-10 to 10)thrust (-10 to 10)recharge (-10 to 10)energy (-10 to 10) For example:High Performance Thruster Arrayexp: 4000cost: $50,000weight: 5ships: 1 and 2speed: +5rotation: +1thrust: +5recharge: -1energy: +0
Bomook Posted February 5, 2004 Report Posted February 5, 2004 I think there should be 4 main categories of component packages.Weapon: affects things like bullet/bomb levels, ROF, shrapnel, multi, bounce, proxEngine: affects things like speed, thrust, rotationArmor/Reactor: affects things like energy, and rechargeMunitions Bays: affects item configurations (although I'm not sure if this is possible) About munitions bays: munitions bays modify the total amount of items a ship can carry. e.g.:Survival Kit: allows 2 extra repels, adding to a maximum of 5.Heavy assault package: allows for an extra burst and an extra thor, adding to a total of 4 each.Mobile missile silo: allows for 3 extra thors, for a total of 6. I think instead of having a "possible ships" attribute, the component packages should have a "tech level". Tech levels range from 1 to 10, and each ship starts with a set tech level. e.g.:Warbird = 1 Javelin = 1Spider = 3 Leviathan = 4Terrier = 6Weasel = 7Lancaster = 7Shark N/A Enhancers will act only to increase this "tech level". e.g.:1slot - $20K2slot - $50K3slot - $200K Aside from the experience requirements, the "better" items will be of high tech level. For example, the proximity bomb with shrapnel will be of tech level 4, so if a javelin wants it, it'll have to buy the 3slot enhancer first for $200K; this will make it more difficult to create something like the lame proxy/shrapnel javelin. Also, tech levels will establish more of a barrier between ship roles, while still being somewhat flexible. Also, as a general trend, I think the most powerful and expensive component packages should be more base-oriented (namely increasing thrust and energy).
Wargh!!! Posted February 5, 2004 Report Posted February 5, 2004 Bounty Bargin Hunters Special (a.k.a the better crappy engine)exp_requirement (1250)cost ($10000)weight (2)possible_ships (1, 2.) speed (+1)rotation (0)thrust (+1)recharge (-1)energy (0) H------------------------- ---- ---- ----------------------------------------------V (graphics ) name: Confession Avoiderexp_requirement 7500cost 150000weight 8possible_ships 4, 5, 6, 7 speed +7rotation +3thrust +10recharge -1 energy 0 V ------------------------ ---- ------------------------------ ---- ---------------------- E name Pandora's Boxexp_requirement 15000+ cost 1000000 @ 15000 EXP (price increased with less experience)weight 10possible_ships 7speed -3 to +10 (random on spawn)rotation -1 to +4 (see above)thrust -4 to +10 (see above)recharge -5 to +10 (based on other random results... the more positive, the less recharge.)energy -1 to +2 (see speed brackets.) Special Factors: (engine may misfire and send player to somewhere else...) Engines ^------------------------ ---------- ------------------------------ ------------- --------------Guns v name Confession Producerexp_requirement 2500cost 15000weight 5possible_ships ALLspeed -2rotation 0thrust -1recharge -1energy 0Gun level: 3Fire delay: 25 (based on the cfg terminology)Bouncing: yesMulti option: YesDouble barrel: yesBullet Speed: 4500 (cfg terminology) name The Carverexp_requirement 1000cost 10000weight 3possible_ships ALLspeed -1rotation 0thrust 0recharge 0energy 0Gun level: 2Fire delay: 30 (based on the cfg terminology)Bouncing: yesMulti option: noDouble barrel: yesBullet Speed: 4350 (cfg terminology) I dont know if the guns would be acceptable for balancing up the game, but the bullets would be fast and ROF would be avarage. Engines tho, i expect to be added
Dr Brain Posted February 5, 2004 Author Report Posted February 5, 2004 Ok, I didn't really explain this well. I have a few different types of components. The only one I need at the moment is the upgrade ones. I DO have bomb and bullet ones, but I don't need ideas for them just yet. Those are good ideas bomook, and I will probably add them in, but everyone keep posting in the format I provided (for now).
»D1st0rt Posted February 5, 2004 Report Posted February 5, 2004 Lateral Jetsexp: 1000cost: $20,000weight: 2ships: 1,2,3,5speed: -1rotation: +3thrust: +1recharge: +0energy: +0 Warp Driveexp: 10000cost: $500,000weight: 6ships: 7speed: +10rotation: +0thrust: +5recharge: +0energy: +0 Enhanced Powerplantexp: 2000cost: $50,000weight: 2ships: all? ('cept 8...duh)speed: +0rotation: +0thrust: +0recharge: +2energy: +3 JATO Engines ( )exp: 3000cost: $75,000weight: 6ships: 4,7speed: +2rotation: -2thrust: +5recharge: +0energy: +0 Shield Overhaulexp: 6000cost: $90,000weight: 5ships: 4,5,6,7speed: -1rotation: -1thrust: -1recharge: +3energy: +4 Reactor cooling systemexp: 8500cost: $125,000 weight: 7ships: 4,7speed: -2rotation: -1thrust: +2recharge: +5energy: +1 that's all I can think of for now
Bomook Posted February 6, 2004 Report Posted February 6, 2004 -_- ...anyone who plays continuum is automatically a nerd Plasma Propulsion Systemexp: 3,000cost: $25,000weight: 4ships: 1, 3, 4, 5, 6, 7speed: +1rotation: +1thrust: +3recharge: +0energy: +0 Prototype Gravity Propulsionexp: 6,500cost: $50,000weight: 7ships: 3, 5, 6, 7speed: +2rotation: +2thrust: +4recharge: -1energy: +0 Perfected Gravity Propulsionexp: 10,000cost: $100,000weight: 10ships: 5, 7speed: +3rotation: +3thrust: +5recharge: -1energy: +0 Liquid Incendiary Propulsionexp: 3,000cost: $25,000weight: 4ships: 2, 3, 4, 5, 6, 7speed: +3rotation: +1thrust: +1recharge: +0energy: +0 Prototype Antimatter Propulsionexp: 6,500cost: $50,000weight: 7ships: 4, 5, 6, 7speed: +4rotation: +2thrust: +2recharge: -1energy: +0 Perfected Antimatter Propulsionexp: 10,000cost: $100,000weight: 10ships: 6, 7speed: +5rotation: +3thrust: +3recharge: -1energy: +0 Proton Fission Reactorexp: 2,000cost: $40,000weight: 5ships: 1, 2, 3, 4, 5, 6, 7speed: +0rotation: +0thrust: +0recharge: +1energy: +5 Positron Fission Reactorexp: 2,000cost: $40,000weight: 5ships: 1, 2, 3, 4, 5, 6, 7speed: +0rotation: +0thrust: +0recharge: +5energy: +1 Fusion Reactorexp: 6,000cost: $65,000weight: 7ships: 3, 4, 5, 6, 7speed: +0rotation: +0thrust: +0recharge: +3energy: +5 Cold Fusion Reactorexp: 6,000cost: $65,000weight: 7ships: 3, 4, 5, 6, 7speed: +0rotation: +0thrust: +0recharge: +5energy: +3 Antimatter Reactorexp: 10,000cost: $100,000weight: 10ships: 5, 6, 7speed: +0rotation: +0thrust: +0recharge: +5energy: +5
Bomook Posted February 6, 2004 Report Posted February 6, 2004 hehe, I'm not really sure if they're good and balanced and all, though... I'm just good at making up important sounding high-tech names
Siaon Posted February 6, 2004 Report Posted February 6, 2004 hehe, I'm not really sure if they're good and balanced and all, though... I'm just good at making up important sounding high-tech names You crack me up sometimes! Didn't we brainstorm up quite the list on the old forums? There's so many options anyway. You've got: Thrusters(Operates by, well, it's a rocket - low steering capabilities, high fuel use, constant acceleration)Ion Engine(Operates by sending out ions in one direction, like cheap rockets, same benefits, same bad traits)Nucleair Engine(Still like rockets, but more steering capabilities)Fission Engine(Idem)Gravity Engine(Would operate by generating gravity wells thereby 'pulling' the ship, thus being the first drive that would actually give you some real steering capabilities)Antimatter Engine(Power unlimited baby! If you ever get power-hungry and want everything on your ship, this is what you need to pack) I can probably generate an even longer list ^^ Note to Bomook: Prototypes are usually discarded after the real thing is out, they are prototypes ^^ Also, a gravity drive would be wayyy better then an incendiary drive to me. I really hate the prototype thingy you did, also I think my order of technology is better: starting with normal drives, proceeding to ionic then nucleair then fission and then antimatter, lemme insert gravity somewhere too, though I have no idea how a gravity drive would work in space. Edit: New list: 1. Retro Engines2. Nucleair Drive3. Impulse Drive4. Fusion Drive5. Gravity Drive6. Anti-Matter Drive7. Subspace Drive8. Hyper Drive9. Black Hole Generator How about this last one, Mooky?
Bomook Posted February 6, 2004 Report Posted February 6, 2004 ah, for the prototypes, I was thinking they'd be like retro-versions for new technology. Example: a gravity engine is developed, and works decently. Several prototypes are made to test it. Later, the perfected version is researched and then m!@#$%^&*-produced. While the high-performance completed versions are sold at high prices, the worse prototypes are not destroyed, but are sold on the black market for second-rate prices (btw, this makes me think of another idea, how about renaming the trading post to "black market" and make it slightly more base-like, with a bot-controlled autoturret in there) Hmm the black hole generator sounds good, although it sounds more like a special item or counter-measure for something than a propulsion system ooh! for an idea, how about having an antimatter engine that has -10 to recharge, and also have an antimatter reactor that adds +20 to recharge (so having both will balance out to +10)
Siaon Posted February 6, 2004 Report Posted February 6, 2004 ah, for the prototypes, I was thinking they'd be like retro-versions for new technology. Example: a gravity engine is developed, and works decently. Several prototypes are made to test it. Later, the perfected version is researched and then m!@#$%^&*-produced. While the high-performance completed versions are sold at high prices, the worse prototypes are not destroyed, but are sold on the black market for second-rate prices (btw, this makes me think of another idea, how about renaming the trading post to "black market" and make it slightly more base-like, with a bot-controlled autoturret in there) Hmm the black hole generator sounds good, although it sounds more like a special item or counter-measure for something than a propulsion system ooh! for an idea, how about having an antimatter engine that has -10 to recharge, and also have an antimatter reactor that adds +20 to recharge (so having both will balance out to +10)My point excactly: prototypes vanish after the real thing works, neither will the public see a prototype - I'd more use this when a new item will be added, like a prototype extrastellar drive or something, because there is no real thing yet. It would only have a couple of the bonusses the real thing will eventually bestow - it'd be like a testing option for mods and VIPs to check new hardware and see if it's overpowered or not, eventually the not-prototype version will become available to everyone. And yes: a black hole generator is more or less like a weapon (too) and the gravity drive 1. Retro Engines2. Nucleair Drive3. Impulse Drive4. Fusion Drive5. Gravity Drive6. Anti-Matter Drive7. Subspace Drive8. Hyper Drive9. Black Hole Generator I say we cut the black hole generator and insert the Ion drive between the retro engines and the Nucleair Drive.
»D1st0rt Posted February 6, 2004 Report Posted February 6, 2004 Siaon: a black hole engine would be known as a Singularity Engine, FYI. A singularity engine would theoretically produce an infinite amount of energy, but there's the whole containment issue. If you want a look at a lot of future tech ideas, I suggest you either play or look up stuff on an older game called Alpha Centauri, its kinda like Civilization in gameplay. Here's the official Technology Website EDIT: It doesn't show reactors, weird I actually came up with a singularity gun a while ago. The idea (most likely won't work) is to have a particle p!@#$%^&* through a heated section until it becomes superheated. Then, have it released out into space, where it loses it's temperature so fast, that it shrinks a lot and collapses in on itself, creating a small black hole. The only problem is that I haven't quite figured out how to get rid of one.
Siaon Posted February 6, 2004 Report Posted February 6, 2004 And Doc, just what will -10 to +10 do? Are these %'s that go above and beyond your normal speed? It's hard to put down numbers when I have no clue what they'll do!
Bomook Posted February 6, 2004 Report Posted February 6, 2004 different games have their own technology and application in physics. The alien fighting game X-Com is also a good source for technology ideas . yeah, like +5 energy would prize you 5 energy upgrades, where -5 would un-prize you 5 energy upgrades I still don't really know what "weight" is for, though
Dr Brain Posted February 6, 2004 Author Report Posted February 6, 2004 Each ship has a max weight. Go over that, and you start loosing thrust and speed. Yea, its fine to think of it as prizing upgrades, even tho it wont quite work like that.
FunkmastaD Posted February 7, 2004 Report Posted February 7, 2004 Scouter's Toolexp 2000cost $10000weight 3ships 1,2speed +5rotation +3thrust +5recharge -5energy -5 Scapegoaterexp 3500cost $20000weight 5ships 1-4speed -5rotation 0thrust -5recharge +2energy +8 Whirlwindexp 4000cost $25000weight 5ships 3speed -6rotation +9thrust -6recharge +4energy +4 Wings of Pegasusexp 5000cost $75000weight 6ships 5,6speed +5rotation +2thrust +5recharge +3energy +3 nopea lentokone (name is just a joke)exp 6000cost $50000weight 5ships 1-5speed +10rotation +5thrust +10recharge +2energy +2 Could make more but I'm tired of doing this lolDoing this for weapons would be more fun
FunkmastaD Posted February 19, 2004 Report Posted February 19, 2004 Have you decided on which component names and stat styles you'll use and when you do could you post the list out here so we can get a look at them and constructivly critique them Also if and when you need weapon setups similar to this just tell us and I'll think of some good ones Bomook,D1 and Siaon can come up with futuristic weapon names and I'll probably stick with creating a mythologically based name with cool settings for weapons lolHey there is always a need for a balance of opinionOh and the joke name I came up with for my last suggestion is Finnish for Fast Ship i think My family has Finnish background so I thought I'd add that for funAny of the setting setups I've created can be used and if you don't like the name i don't care if it's changed lol
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