"Few" Random Ideas

A place to post suggestions for new features, new bugs, and comments about the existing code.
Jersy
Posts: 250
Joined: Fri Aug 29, 2008 6:30 pm

Post by Jersy »

Non-fixed probes - if you bump into them, they would bounce off, fly for a while, and then stop due to alleg-space drag (Would practically behave like small drones with no engines/thrusters). This way, probes would be more reallistic (Now, even if you ram your team's probe in a capship, you bounce off, but that tiny little probe remains on the same spot... Unless you have FF on, that is...).
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
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Zeta
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Post by Zeta »

I like some of Jerseys ideas. And sat in my office bored out of my skull, I have sadly read all of them in full. I'm not going to complain about the quantity of them, or how some wouldn't benefit the game, because I am also new to this game. But I did like the idea of targetting subsystems.

I played a game a long time ago (I forget what it was called) where if your ship took damage, you could re-route your energy to other parts of your ship. For example when your shields were almost gone, pressing a button would re-route power to the shields but it would also limit the abilities of other parts of the ship - for example weapons, scanners, engines etc.

This gave that game a very unique feel because there was such a tactical element to it. I can't shoot worth a damn, so whenever I took major damage, I would move all of my energy to my shields and get the hell out of there! Or sometimes, when my shields were ok but I was almost out of fuel, I would re-route power to my weapons to finish off the guy I'd spent the last 5 minutes dogfighting with.

Perhaps not targetting "sub-systems" is the answer, but rather your energy supply being affected by damage somehow. I know very little of programming and at the end of the day, if my computer works then I couldnt give a rats ass HOW it works. So shoot me down if you wish because I don't understand the implications that these ideas would cause. But I really like the idea of deciding whether to up power to your shields and get out of there, or re-route power to your weapons and let the other guy have it.
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notjarvis
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Post by notjarvis »

Zeta wrote:QUOTE (Zeta @ Nov 19 2009, 09:20 PM) This gave that game a very unique feel because there was such a tactical element to it. I can't shoot worth a damn, so whenever I took major damage, I would move all of my energy to my shields and get the hell out of there! Or sometimes, when my shields were ok but I was almost out of fuel, I would re-route power to my weapons to finish off the guy I'd spent the last 5 minutes dogfighting with.
Dunno which game you played, but Freespace 2 had this. As did X-wing, (back in the day) but I suppose you young chaps don't remember old school games such as X-wing and Wing Commander........


Hmmm. While I like the idea, and enjoyed it in the above mentioned games, I worry too that Alleg. already has too many controls and or dynamics for a player to cover.

You already have to manage your sig/cargo/weaponry/targetting, any special tech for your ship etc. One more set of controls could confuse even more.....
Jersy
Posts: 250
Joined: Fri Aug 29, 2008 6:30 pm

Post by Jersy »

*Thread Necromancy*
Jersy wrote:QUOTE (Jersy @ Nov 4 2009, 10:59 PM) Artillery ship?

- It's just an idea about a medium-sized ship capable of destroying bases, where the pilot won't have absolutely no weapons under his direct command, the turret would be the ship's main weapon instead (So it would be sort of like a flying tank). While bombers - occupied by the pilot only - can still take down the enemy base, this ship would need to be manned by two people to be useful. That fact would be balanced out by it's powerful long-ranged gun and other ship characteristics. (To make it more tank-like, it could also feature one additional AC Turret (- :)

- It could be some faction-specific variation of a bomber...
Omicron Hive
- Bomber
- - Hammer turret
- - - an antibase weapon, mounted on bombers (replaces SRM AB)
(Released: April 19th 2010)

Coincidence? :-D
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
(Latest update: March 7th, 2011, in "Jers_Core Diary")

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TurkeyXIII
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Post by TurkeyXIII »

Jersy wrote:QUOTE (Jersy @ Dec 27 2010, 09:36 PM) Coincidence? :-D
Yes.

The hammer turret was posted on the public forums by Freeza on July 1, 2006. :P
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Jersy
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Post by Jersy »

awww...

*destroy undead*

:-D
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
(Latest update: March 7th, 2011, in "Jers_Core Diary")

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raumvogel
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Post by raumvogel »

Well, I'm still waiting to find out if adding "Toilet.wav" to the "flush sides" feature would be too much of a code change.
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