Search found 47 matches

by Tkela
Wed May 05, 2010 6:56 pm
Forum: Code Bugs & Suggestions
Topic: Setting up a cloak's power
Replies: 14
Views: 837

Having a mode where the cloak never consumes more than the ship's native power generation makes sense (possible with it only consuming 90% of the native power generation if the ship isn't fullu charged). You'd need to update the UI and messages about ship state though.

Having your signature depend ...
by Tkela
Tue Apr 27, 2010 4:39 am
Forum: Code Bugs & Suggestions
Topic: Adding "microgames" to the game types
Replies: 15
Views: 956

The Allegiance 10 year reunion inspired me to get back into the game and I am -- as you would expect -- getting my head handed to me on a regular basis. It is great fun though.

It got me thinking though about something that could be fun and might make the game more accessible to newcomers. The ...
by Tkela
Sat Apr 26, 2008 10:30 pm
Forum: Code Bugs & Suggestions
Topic: carrier + shield
Replies: 4
Views: 418

QUOTE (Weylin @ Apr 22 2008, 05:20 PM) So the shield collision area doesnt initiate on launch...

Interesting...
Whole problem with unmounting a shield is how vulnerable it leaves the ship, and the time required to have it recharge.

There may be a bug in the code for when ships are launched ...
by Tkela
Sat Aug 04, 2007 10:30 pm
Forum: Code Bugs & Suggestions
Topic: 'Solid' station shields
Replies: 22
Views: 997

We had considered station shields like the ones described but decided against it because it would encourage lots of people to fly close to the station. That could lead to framerate (lots of people in one area in addition to the big station) problems. That isn't as big a factor now, but when we were ...
by Tkela
Sat Aug 04, 2007 4:00 am
Forum: Other Cores
Topic: "One side" Aleph Resonator
Replies: 49
Views: 4672

Back in the old days, we kept trying to come up with ways to help break camps. One idea I kept playing with was an "aleph destabilizer". It would be a missle like the aleph resonator, except that its effect would be to briefly (~30 seconds) move the exit points on both sides of the aleph (the ...
by Tkela
Fri Aug 03, 2007 4:13 pm
Forum: Code Bugs & Suggestions
Topic: Missile explosions
Replies: 14
Views: 617

QUOTE (madpeople @ Aug 3 2007, 04:42 AM) wasn't there also

"the best/fastest way to get a exploit fixed is to use on the game's developers"

Both are different forms of Ribski's rule. I'd previously quoted Ribski's rule as the one above. /blush.gif" style="vertical-align:middle" emoid=":blush ...
by Tkela
Fri Aug 03, 2007 4:12 am
Forum: Dark Nebulae
Topic: Ints - cut their fuel?
Replies: 120
Views: 10183

Thinking about it, if we are willing to change core format, maybe it would make sense to allow all ships to specify a lifespan (ala pods). For most ships, it would be infinite but for ints (or a flavor of int), it could be something lime 10 minutes.

Who knows, it might even make carriers useful ...
by Tkela
Fri Aug 03, 2007 4:06 am
Forum: Code Bugs & Suggestions
Topic: Missile explosions
Replies: 14
Views: 617

QUOTE (KGJV @ Aug 2 2007, 10:54 PM) The actual code to render the explosion is in ClusterSiteImpl::AddExplosion (wintrek\trekigc.cpp). You'll notice they dont use the ExplosionType but directly the values (we should fix this one day...) so it's a bit confusing and hard to find the matching. (c ...
by Tkela
Thu Aug 02, 2007 4:08 am
Forum: Dark Nebulae
Topic: Ints - cut their fuel?
Replies: 120
Views: 10183

I wonder if it makes sense for ships to have two scan ranges? One for environmental objects (asteroids, alephs and, probably stations) and one for everything else (ships, mines, probes, etc.).

One problem with reducing the scan range for ints too much is that it doesn't feel quite right to run into ...
by Tkela
Fri Jul 27, 2007 8:12 pm
Forum: Code Bugs & Suggestions
Topic: Missile explosions
Replies: 14
Views: 617

QUOTE (asheron2k @ Jul 26 2007, 04:37 PM) Instead of letting it stay broken or fixing it could it simply be changed into a projectile id field and..
On missile death spawn and detonate said projectile.

IIRC, all the fields required to do missile AOE explosions (blast radius, amount of damage) are ...