something to set how much HP an aleph has
number box associated with aleph reses: aleph damage multipliyer.
when an aleph is resed it receives ([aleph damage multiplyer]/10)*[aleph res damage]
enabling an aleph to be killed (for a certain amount of time perhaps, also settable somewhere).
also have a nice animation of the aleph shrinking so scale = 0 after it gets killed
Cores for R5
not really core based.Defiance wrote:QUOTE (Defiance @ Dec 5 2007, 07:23 AM) random faction / random settings?
but allowing random variation on things to be set in cores could be cool
say like a +/- box for time for an aleph res to go bang
say normal aleph res time is 15 sec, and you put 5 in the +/- box, it means the actual time a res takes to go off could be anywhere between 10 and 20 sec.
actually, that could be applied to everything without changing the ICE UI (so core devs don't have to learn much) much but with big changes to core format by allowing a delimiter character to be in a field.
the above example would then be "15,5".
damage of a missile could be "100,20"
or if it wasn't to vary "100,0" (which could just be written "100", omitting the ",0" part)
could use some other character instead of ",", i just used it because its a common delimiter but it could be anything
I rewrote the missile damage code some time back, including momentum, AoE, Shaking effect when hit and changed explosion graphics (so it would be a detonation and not just the blue cloud I hate). I submitted the patch, but it was not used in R4. I don't remember the exact reason (might simply have been lost along the way).Adaven wrote:QUOTE (Adaven @ Sep 30 2007, 11:33 PM) I think someone actually made up momentum code for missles.... (asheron?)
I could easily code it up again, it wasn't much work.
/Avalanche



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
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12/27/07 20:48:39: <Player in trouble> (all): Run its AVA



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
Ah, knew it was an A-name.
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if you do it again could you include my smarter detonation idea?Avalanche wrote:QUOTE (Avalanche @ Jan 4 2008, 06:50 PM) I rewrote the missile damage code some time back, including momentum, AoE, Shaking effect when hit and changed explosion graphics (so it would be a detonation and not just the blue cloud I hate). I submitted the patch, but it was not used in R4. I don't remember the exact reason (might simply have been lost along the way).
I could easily code it up again, it wasn't much work.
it basically went:
on every update
if ( ([current range to target]>[previous range to target]) & ([current range to target]<[AOE range of missile]) )
detonate
it means that if a missile flies past its target and it can do damage with its AOE then it does that, if it can't damage the target with AOE and it has missed, then it tries to come back around.
I will have to test so it doesn't throw off the client side prediction too much, but I like the idea and it should be easy to code up.madpeople wrote:QUOTE (madpeople @ Jan 4 2008, 10:12 PM) if ( ([current range to target]>[previous range to target]) & ([current range to target]<[AOE range of missile]) )
detonate
/Avalanche



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
I am not sure I like this idea, it would make it fairly simply to avoid any direct hit from a missile with AOE.madpeople wrote:QUOTE (madpeople @ Jan 4 2008, 04:12 PM) if ( ([current range to target]>[previous range to target]) & ([current range to target]<[AOE range of missile]) )
detonate
Fly straight until missile is close then side thrust. You do not have to time it that well, just side thrust back and forth a little but frequently. The missile will end up with a wavy line and pretty much always detonate early with the above suggested code. Adding a small delta might help.
([current range to target] > [previous range to target] + delta)

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