Salvage

Catch-all for all development not having a specific forum.
Adaven
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Post by Adaven »

I think R5 already solves much of the clutter issue, doesn't it?

But yeah I agree, it should probably be limited to asteroids, bases, and caps, for actual gameplay. As far as blocking alephs with trash, I think if you set the armor class and hitpoints well enough, you won't have to worry much about it, as it wouldn't take much more effort than clearing a caltrop or two does now.
Vlymoxyd
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Post by Vlymoxyd »

The problem with too many asteroids happens when the info is sent to the players when they are found.

So, if 2 teams fights it out and we end up with 100 wrecks, there would be little problems since the wrecks wouldn't be found all at once(at least, it wouldn't cause more problems than having 100 ships afaik). But if we play a multi-team game and that 2 teams fight it out, make 100 wrecks in the sector and that a 3rd team finds the 100 wrecks all at once, then you could have a problem. Only players from the 3rd team would have problems.
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Adaven
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Post by Adaven »

I was thinking with the new bandwidth patch that might not be as much of a problem for folks on broadband.
Makida
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Post by Makida »

I once played an old space combat game called Star Rangers that, despite being really really old, incorporated wrecked ships. It was awesome. If you were fighting an enemy ship at close range, you had to be careful not to collide with the wreckage after you destroyed it; and wrecked capital ships provided excellent cover from enemy fire during combat. It would be really awesome if this was incorporated into Allegiance.

Frankly I think it'd be awesome even just as an "aesthetic" change, that is, even if you couldn't -do- anything with the wrecks, and they simply sat there for a while as a reminder of destroyed ships and bases. It would look cool, and "realistic." ^^ Also, even if if they had no function as salvage, you could still use them, say, for cover from enemy fire or to hide (like hiding behind asteroids).

If there's a risk of wrecks slowing down Allegiance, perhaps wrecks would only be created randomly on some occasions when a ship is destroyed, with it happening more often for larger ships. So scouts, figs, and ints would only rarely leave behind wrecks, bombers would do so more often, and bases and larger capital ships almost always would.

However, for the "looks cool" aspect of this, all weapons would have to be able to leave behind wreckage, not just special ones. It just wouldn't happen every time.

As for salvage, I think the fact that destroyed ships occasionally drop tech is a perfectly good way of simulating ship salvage in Allegiance, and I'm not sure that stealing enemy ships is really necessary to add even more to this. Also, if a wrecked ship is still functional enough for you to capture it and fly it away, why would the enemy have had to abandon it... Allowing miners to recover He from wrecks would be cool, though.

And being able to rebuild wrecked bases would be really cool too, and maybe it would add to the game. If a team had a "second chance" with a destroyed base, and if this was easier than building a new base from scratch, it would make games more unpredictable and exciting. I mean, right now, if a team has one tech base, and that goes, they often have to immediately resign unless they happen to have a lot of money saved and a convenient rock for a new base. If they had a chance to recover the wrecked base, it would be a chance for the tables to suddenly turn, and yet it would not be too unbalanced. I think it should be easier to rebuild your own wrecked bases than the enemy's, though, or it would just be a cheap version of HTT-ing: bomb a base, and have a salvage ship coming in right after the bomber. Too easy. Instead, the enemy might need to destroy the wreckage (using weapons that can damage asteroids) to prevent it from being reclaimed. The wreckage would fade away on its own eventually, but if not destroyed, it'd have to be defended until then. That adds to the game also, making it necessary not only to bomb a base, but also to protect or destroy its wreckage afterwards. Seems like the "good" sort of added complexity to me. ^_^
Last edited by Makida on Fri Oct 10, 2008 1:19 am, edited 1 time in total.
Acx123
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Post by Acx123 »

Another way you could do it is to just have a weapon, just made to destroy wrecks in such a way that they leave behind tech.
Like the ones you'd find in a sector. what you'd do is pick it up at return to base, and secure it like any other tech.
This only works if any other weapon just destroys the wreck entirely.

A faction, or all factions might have a reverse engineering- tech base - where ships like salvage fighters, cruisers and bombers, would be researched
along with better salvage weps.
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Civ
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Post by Civ »

well as far as the bandwidth problem I would make them breakdown over time and add on top of that a sort of sector overload that would only effect wrecks so if there were 75 wrecks in one sector they would break down very quickly

And on a side note It wouldn't be to bad if only medium ships and up left wrecks
And also it would be nice if they broke up into several different pieces and flew off in different directions
beeman
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Post by beeman »

A wrecked carrier could still be landed on - but would only provide ammo and fuel - no hull repairs? I dunno just spitballing it here.
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Deathrender
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Post by Deathrender »

Ok. So how about the dead caps are permanently eyed. And their sig could be 1000%?
Maybe the dead bases can be galvable. And the caps only have 1000 hull.
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Koln
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Post by Koln »

Maybe it could be made that when you destroy a base or ship (doing to it the amount of damage we now have to do) it leaves a wreck and if you keep firing on it it brokes into peaces and explode :D . Peaces just flow away until uneyed or until they get off sector boundaries and then just disappear.

To recover bases, you would need some kind of transport and then repair it and nan its hull. To recover other ships, it should be use some kind of drone that dock the ships and bring them home. This kind of thing (the last one) I took it from the game Freespace (has anybody played that?). It also had a different system on ship: every ship had a bunch of subsystems that, if destroyed, kept the ship from doing things (like moving, shooting, or even talking to the others). Repair ships were available in case you had something destroyed on your ship, and those ships also recovered smaller craft (like figs and that stuff).

However, i think that if ships where also "stealable" tech, the tech tree should be greater. It should be also possible to self destroy your ship to avoid the other team to pick up the wrecks (or some kind of autodestruction secuence you've have to activate before launching in a pod :D ).
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SpaceJunk
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Post by SpaceJunk »

Pushing them around would be fun too.

Imagine breaking an aleph camp sending ahead a dead capship. :D
Last edited by SpaceJunk on Tue Apr 21, 2009 3:39 pm, edited 1 time in total.
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