This topic is to discuss the implementation details of a ball/puck that can be passed/stolen and/or shot twords a goal/net.
in allegiance of course.
thinking of a new game type (hockey/soccer/football) with a small map, maybe Brawl or single ring to test on.
ever play powerball in subspace/continuum? yea, this.
when the ball enters a goal, the team scores.
could come up with some pretty cool custom map designs using structures to make a 3d rink/field
Last edited by Imago on Tue Jun 07, 2011 12:10 am, edited 1 time in total.
These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
So would the ball be affected by drag, or will it continue forever once thrown?
'Catching' the ball might be difficult at the current ship scales; maybe make them larger to give an easier collision cross-section, or make the ball move relatively slowly...
Do we need extra flags in the core for the goal/net, or can we use existing station ones (mebbe some combination of flag pedestal & something).
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
Could I suggest a missile that doesn't explode but turns into the floating tech version of that missile on detonation - lifespan expires in flight, turns into floating tech to be picked up and fired again, if it hits another ship it gets picked up instantly if there is space in the cargo/missile slot, otherwise it bounces off.
Whether it tracks targets like a dumb fire or only does straight 'passes' (within the range specified by it's lifespan) like MMR Lightning would be up to core designers.
How to respond to it hitting a base / goal is left to others... Perhaps if it hits a base it deals damage and then respawns as floating tech somewhere (where - either in the middle of the sector or random like normal , or a position equidistant from players i'll let others decide) (rule is there is always one puck available somewhere). If it deals damage to bases then you can use the normal conquest rules can be used to determine victor with first to X goals wins (by virtue that it takes X goals to kill the looser's base(s) - assuming they don't self repair, alternately first to X goals within a certain time period if the base does heal.
(I suck at Powerball/Hockey Zone, so I think this is a bad idea. )
The logic is already in game with cargo pieces: they can be picked up amd ejected. It would be nice to have forward ejection as an alternate control in all game styles. Nanites could reload bomber CMs, etc.
SpaceJunk wrote:QUOTE (SpaceJunk @ Jun 7 2011, 02:07 PM) The logic is already in game with cargo pieces: they can be picked up amd ejected.
There is no guarantee that when a ship dies (is tackled) that the puck/ball (cargo) will be ejected - this was something I was going to mention in my post but seem to have omitted - that the puck/ball should be guaranteed ejection on a ship's death, but is in the spirit of "(rule is there is always one puck available somewhere)".
QUOTE It would be nice to have forward ejection[/quote]
You mean like firing a missile?
madpeople wrote:QUOTE (madpeople @ Jun 7 2011, 07:42 AM) Could I suggest a missile that doesn't explode but turns into the floating tech version of that missile on detonation - lifespan expires in flight, turns into floating tech to be picked up and fired again, if it hits another ship it gets picked up instantly if there is space in the cargo/missile slot, otherwise it bounces off.
Whether it tracks targets like a dumb fire or only does straight 'passes' (within the range specified by it's lifespan) like MMR Lightning would be up to core designers.
How to respond to it hitting a base / goal is left to others... Perhaps if it hits a base it deals damage and then respawns as floating tech somewhere (where - either in the middle of the sector or random like normal , or a position equidistant from players i'll let others decide) (rule is there is always one puck available somewhere). If it deals damage to bases then you can use the normal conquest rules can be used to determine victor with first to X goals wins (by virtue that it takes X goals to kill the looser's base(s) - assuming they don't self repair, alternately first to X goals within a certain time period if the base does heal.
I really like this idea of the game.. but only one problem how does the other team tackle to get the ball of the opposition that has the ball on there ship?
Maybe a ram or ram with condition .. shields must be down or something?
And about money maybe each steal or grab of the ball (not including passes) earns money for GA upgrades?
A slow missile with weak targeting could make a good ball i think.
Also ramming is kinda hard when the other person is in the same ship and trying to avoid so maybe carrying the ball reduces agility or something?
Last edited by zero44 on Tue Jun 07, 2011 5:33 pm, edited 1 time in total.
zer044 wrote:QUOTE (zer044 @ Jun 7 2011, 01:30 PM) I really like this idea of the game.. but only one problem how does the other team tackle to get the ball of the opposition that has the ball on there ship?
Maybe a ram or ram with condition .. shields must be down or something?
And about money maybe each steal or grab of the ball (not including passes) earns money for GA upgrades?
A slow missile with weak targeting could make a good ball i think.
Also ramming is kinda hard when the other person is in the same ship and trying to avoid so maybe carrying the ball reduces agility or something?
The other team would have to pod the player to get the ball. we could make it so you only stay podded..like..ten seconds, then you get you're ship back...instead of floating home or having to be picked up.
Another thing i'd like to mention is that this would be a great thing to play while main is searching for even commanders.
1) the ball has its own "magic space drag" and eventually comes to all stop
2) a local-only "carry timer" begins counting down for the hull that has the ball, the length is dependent on your hull type, when it reaches 0.0, the ball is ejected out the aft of the hull
3) a hull cannot pickup a ball that was the last hull to touch the ball unless the ball is at a complete or almost (very near) all stop.
4) an opponent killing the ball carrier immediately receives possession of the ball (recorded as a steal/tackle)
in alleg code, the goals are the last objectID in an IGC (commonly used are flag pedestals for CTF), the ball would be allowed to enter this object but still trigger a collision. This object would fill the inside of the goal area (net).
ball scale will be compensated by an AoE-style "catch radius", its length is again dependent on hull type. this allows for a "Goalie" class of hull types which would be very slow/clunky but have an unusually large catch radius.
missiles will not be messed with
there would be no econ
i think i touched on all replies thus far. seems like i could do this for R7 if it won't be another dead game type (i dont think it would be, we need an instant action type igc)
These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.