Swivel Weapons Platforms

A place to discuss mods in development and concepts for new mods.
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AssumedPseudonym
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Re: Swivel Weapons Platforms

Post by AssumedPseudonym » Wed Mar 16, 2016 2:01 am

 Keep them in their own separate non-MMJ mod, please. I’m trying to keep the Monthly Mod Jams from reusing existing material.
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gunship256
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Re: Swivel Weapons Platforms

Post by gunship256 » Wed Mar 16, 2016 4:45 am

AssumedPseudonym wrote: Keep them in their own separate non-MMJ mod, please. I’m trying to keep the Monthly Mod Jams from reusing existing material.
Thanks for the answer. Will do!

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Re: Swivel Weapons Platforms

Post by Peter » Wed Mar 23, 2016 11:17 am

Nice mod. So this makes all light weapons partially omnidirectional? I don't have the time right now to check it out for myself, but I'll be sure to download it in the morning :)
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gunship256
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Re: Swivel Weapons Platforms

Post by gunship256 » Sat May 07, 2016 4:55 am

Here's 0.19 alpha:
d064_SwivelWeaponsPlatforms 0.19 alpha.zip
(14.64 KiB) Downloaded 44 times
CHANGES

Changed the powerUse of the Atalanta and Spartan from 1 MW to 2 MW at the suggestion of relanat.

Added a speed:133 reduction back to the Apollo under the assumption that omni for a launcher should be worth +100% like omni is for any other weapon.

Changed the Hermes so that it also adds swivel to launchers. Did this for two reasons: (1) A ship with linked-fire weapons should not have its weapons enhanced at the expense of its launcher, and (2) the Transcendence 1.7 alpha 1 omni balance equation equates a 60 degree swivel with a 40% enhancement; since the the Atalanta and Spartan enhancers both deliver 40% enhancement to main weapons as well as to launchers, the Hermes should do something similar.

Added the FreightersAndMore attribute to all devices.
Peter wrote:Nice mod. So this makes all light weapons partially omnidirectional? I don't have the time right now to check it out for myself, but I'll be sure to download it in the morning :)
Yep! Let me know what you think, especially if you have suggestions for how I can improve the mod.

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TheLoneWolf
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Re: Swivel Weapons Platforms

Post by TheLoneWolf » Mon May 16, 2016 7:40 am

EI500's going to love this.

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pip
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Re: Swivel Weapons Platforms

Post by pip » Fri May 20, 2016 10:08 am

This is pretty nice.
I like how everything has an effect which scales with the equipment you use.
It's a heck of a lot better balanced than my 'make everything omni because reasons' thing. :P

That everything is split across multiple devices is kind of a pain, but that's just forcing the player to make a choice as for what to prioritise.
Regardless of how 'balanced' they are, speed enhancers are amazingly satisfying and fun to use. Especially with already fast weapons like Shuriken and Lancer.

gunship256
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Re: Swivel Weapons Platforms

Post by gunship256 » Sun May 22, 2016 3:45 pm

pip wrote:That everything is split across multiple devices is kind of a pain, but that's just forcing the player to make a choice as for what to prioritise.
Regardless of how 'balanced' they are, speed enhancers are amazingly satisfying and fun to use. Especially with already fast weapons like Shuriken and Lancer.
Thanks for the feedback! Let me know if there's anything I can do to improve the devices.

AssumedPseudonym had an interesting suggestion on IRC: reduced swivel for multi-slot weapons (see below). What do people think? I'll probably implement the suggestion if I don't hear any feedback.
[10:30] <+AssumedPseudonym> Take the number of slots the weapon uses into account, so that it doesn’t give as much swivel (or possibly any at all) to multi-slot weapons.
[10:31] <gunship256> And if you want to give all ships in the game weapon mass dependent swivel, I won't complain
[10:31] <gunship256> Multi-slot weapons should be more massive, so they should already get less swivel
[10:32] <gunship256> Do you think swivel should be dependent on the number of slots but not on mass
[10:32] <+AssumedPseudonym> Both.
[10:32] <gunship256> I'm still thinking on this one. The only feedback I have is from Watson and relanat
[10:32] <+RPC> huh, I was thinking of just modifying the <item on the ships and give them swivel based on ship size
[10:32] <+AssumedPseudonym> For example:
[10:32] <+RPC> but weapons swivel is something else to look into
[10:32] <+AssumedPseudonym> Both the CLAW and the Urak mass driver are six tons.
[10:32] <+AssumedPseudonym> But the CLAW takes two slots.
[10:32] <gunship256> Oh, I see
[10:34] <gunship256> I've been thinking about weapon masses in the game, actually
[10:34] <gunship256> The masses themselves may actually be unbalanced
[10:34] <+AssumedPseudonym> So, something like, (setq swivelAmount (/ swivelAmount (max 1 (itmGetProperty theItem 'deviceSlots)))) or some such.

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