Shield, Armour & Thruster modules

Catch-all for all development not having a specific forum.
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Weylin
Posts: 669
Joined: Fri Mar 17, 2006 8:00 am

Post by Weylin »

I just got an idea /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />


This will most likley require a code change, but I imagine someone who knows there way around the code for allegiance wouldn't have too much trouble with this.

The idea is that spare or uneeded slots can be filled with modules that boost the effeciency of shields and hull at the cost of weight.
This might be popular for a defence setup or if you expect you wont be living long enough to expend more than one rack of ammo.

Also, having an item that increases turn speed and thrust might be handy if you wish to be more menuverable in combat.



Currently ship setups are kind of uninspired, you choose from like 2 guns, a few missiles, meh.

So maybe this could add some diversity without upsetting the balance?
blackeagle0001
Posts: 199
Joined: Fri Mar 30, 2007 11:30 am
Location: South Australia

Post by blackeagle0001 »

You might be able to add a item that decreases the ships weight, making it more maneoverable, besides that im not sure.

Even then, im not sure if you can give objects negative weight.
Arcalane
Posts: 23
Joined: Wed Mar 26, 2008 4:01 pm
Location: UK

Post by Arcalane »

Weylin wrote:QUOTE (Weylin @ Mar 23 2008, 02:12 PM) Also, having an item that increases turn speed and thrust might be handy if you wish to be more menuverable in combat.
If it would be possible to add an armour penalty associated with this, as an actual downside I think it could be quite interesting (lighter structural integrity components add speed and maneuverability, at the cost of weakened structure).

Additional armour plates could make your ship tougher at the cost of making it slower, and additional shield buffers might lower your overall energy.
Virex
Posts: 129
Joined: Tue Sep 18, 2007 2:42 pm

Post by Virex »

IIRC, one core has a "negative cloack", wich regenerates energy at the expense of signature. So I'm guessing most variables are singed, meaning that they can take negative values. You might be able to use that (a negative booster, that slows you but adds fuell would be posible)
Weylin
Posts: 669
Joined: Fri Mar 17, 2006 8:00 am

Post by Weylin »

oo thats an idea... a "ram scoop" booster that when swapped into the mount and activated will fill up your tank /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

could come in handy for long outings... but you will slowed down while its running and would have to swap it with the regular booster before you can move again
Last edited by Weylin on Mon Apr 07, 2008 10:17 pm, edited 1 time in total.
IB_
Posts: 1651
Joined: Thu Aug 17, 2006 3:11 am

Post by IB_ »

Virex wrote:QUOTE (Virex @ Apr 7 2008, 10:25 AM) IIRC, one core has a "negative cloack", wich regenerates energy at the expense of signature. So I'm guessing most variables are singed, meaning that they can take negative values. You might be able to use that (a negative booster, that slows you but adds fuell would be posible)
It's called DN. GTs Solar Invert.
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.
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