This would add an interesting dimension to the game.
Skip torpedoes:
A weapon that is fire and forget it basically hunts a target (in this case the player) like a torpedo would. It would show on the radar briefly as it orients on the player and then pursues then it cuts power and drifts until it has to track again. when it gets to a certain proximity to the target (player) it activates fully and attacks the target can be set to damage devices like shields or emp them or destroy them. this would be done in different types of course. make a launcher for it of course. oh as an afterthought it would be visually undetectable except during tracking orientation or proximity final approach.
I can see players running all over a system trying to keep these from destroying stations or trying to evade these. oh and system hopping would not work as they would follow along. (set to enter after player moves a significant distance away from gate)
Interesing idea... Skip torpedoes
- ThePrivateer
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First things Emoneg...please space out your paragraphs..it makes it easier for everyone to read.Emoneg wrote:This would add an interesting dimension to the game.
Skip torpedoes:
A weapon that is fire and forget it basically hunts a target (in this case the player) like a torpedo would. It would show on the radar briefly as it orients on the player and then pursues then it cuts power and drifts until it has to track again. when it gets to a certain proximity to the target (player) it activates fully and attacks the target can be set to damage devices like shields or emp them or destroy them. this would be done in different types of course. make a launcher for it of course. oh as an afterthought it would be visually undetectable except during tracking orientation or proximity final approach.
I can see players running all over a system trying to keep these from destroying stations or trying to evade these. oh and system hopping would not work as they would follow along. (set to enter after player moves a significant distance away from gate)
Anyway, what you're describing sounds just like a homing missile, is that correct? But one that is more like a ship, that can follow the player?
Well, this would be a very high-level device...more like something a Capital Ship would use, not just your regular Corsair-I.
It is probably possible to mod and would certainly add an interesting concept..but it would need to be very carefully defined so as not to overpower the player. On the otherhand, it finally gives the Autosentinel a use - it can die to stop the torpedo coming!

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Thank you.
I sort of think in a run on sentence.
Very similar to a homing missile. Just a little slower. And yes like a player ship.
I was thinking of cap ship style weapons. Missile ships could deploy them as well.
It might be accurate to think of it sort of like a seeking mine. A player could pass nearby and activate it and then it would hunt them down. It probably wouldn't appear until you get to the war zone areas seeing as pirates and smugglers wouldn't have a need for them.
I see it mostly as a plot device weapon rather than a main player weapon. i don't see most players waiting 10 to 20 minuets to blow up a station.
I sort of think in a run on sentence.
Very similar to a homing missile. Just a little slower. And yes like a player ship.
I was thinking of cap ship style weapons. Missile ships could deploy them as well.
It might be accurate to think of it sort of like a seeking mine. A player could pass nearby and activate it and then it would hunt them down. It probably wouldn't appear until you get to the war zone areas seeing as pirates and smugglers wouldn't have a need for them.
I see it mostly as a plot device weapon rather than a main player weapon. i don't see most players waiting 10 to 20 minuets to blow up a station.
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
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I thank everybody because I appreciate their help.
UNID= 0xD779
- ThePrivateer
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I get it now. This is for your capital ship...like in the other thread. Maybe you should have made one big thread for a Capital ship...too late now!Emoneg wrote:Thank you.
I was thinking of cap ship style weapons. Missile ships could deploy them as well.

I like that. That's good. That would involve scripting to check how close the player is, but probably not too much.It might be accurate to think of it sort of like a seeking mine. A player could pass nearby and activate it and then it would hunt them down.
Yeah. Imagine a mission, a "race against time" to destroy a Capital ship where the detonator is held, before a Commonwealth station etc gets blown up.I see it mostly as a plot device weapon rather than a main player weapon. i don't see most players waiting 10 to 20 minuets to blow up a station.
Sort of like most action/thriller movies ever.

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Perfect. That is almost exactly what i was thinking. It might work for a player ship as a "fire the torpedo, rescue the admiral/damsel/ambassador, and get out before it all goes boom." type thing.
I was thinking of the cap ship thread once I've worked out the weapons, armor, and placements.
I was thinking of the cap ship thread once I've worked out the weapons, armor, and placements.
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
- ThePrivateer
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[I'll assume you put a thank youEmoneg wrote:Perfect. That is almost exactly what i was thinking. It might work for a player ship as a "fire the torpedo, rescue the admiral/damsel/ambassador, and get out before it all goes boom." type thing.

You're welcome. Make sure you check out http://xelerus.de/
The links in my signature link to Xelerus for my two mods (the persona is for Firefox).

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Been there. its where i got the mods that led me to start modding. i have your mods. and im vanilla in my firefox tastes but i have seen your persona and it is well executed.
Oh yeah... Thank you.

Oh yeah... Thank you.

Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
- ThePrivateer
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Thank you!Emoneg wrote:i have your mods.

Don't forget to comment and/or give me a thumbs up!

- alterecco
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There have been some attempts to build 'ramming ships' (ships that ram you and blow up) before, with mixed success. I think you can find some on xelerus. In any case, it is a excellent idea and has potential. Would be a nasty weapon to come across
- Arisaya
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I don't think it will be easy to do until 1.04, because of the need for a 'goto order.
It took a while for me to get kamakazi ships just right, but I finally managed to do so recently, with the collective bomb drone.
This type of ship should not be too difficult to code, relying mostly on the (shpOrder gSource 'Order) and (getPos gSource) (getPos gPlayership) and math functions.
It took a while for me to get kamakazi ships just right, but I finally managed to do so recently, with the collective bomb drone.
This type of ship should not be too difficult to code, relying mostly on the (shpOrder gSource 'Order) and (getPos gSource) (getPos gPlayership) and math functions.
(shpOrder gPlayership 'barrelRoll)
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proximity could be set to something like 1 ls away or 0.5 ls. im trying to convert the distances and its throwing me at the moment. its like a galactic game of tag or hide and seek.
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
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proximity could be set to something like 1 ls away or 0.5 ls. im trying to convert the distances and its throwing me at the moment. its like a galactic game of tag or hide and seek.
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
- Arisaya
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You only need prox checks for the 'all out attack' and 'retarget' distances.
For the detonate distance, just use a virtul weapon that deletes the ship <onFireWeapon>.
For the detonate distance, just use a virtul weapon that deletes the ship <onFireWeapon>.
(shpOrder gPlayership 'barrelRoll)
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