Observer ships
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As an addendum to what we were tossing around last night:
They'd have to be small, very low sig, very low/no scan range, but also a large amount of HP. Reason being, especially in sg's where somebody from Squad Y is recording a match between Squad X and Squad Z, should there be an instance where a base gets blown up and they don't transfer in time, they aren't 1) attacking, or 2) adding to KB's. They become a non-factor in an observer ship, but get to record as if they're "in the fight" if they want to.
The issue I could see with making it like a Tac Scout is how you prevent it from being a glorified ramming ship.
They'd have to be small, very low sig, very low/no scan range, but also a large amount of HP. Reason being, especially in sg's where somebody from Squad Y is recording a match between Squad X and Squad Z, should there be an instance where a base gets blown up and they don't transfer in time, they aren't 1) attacking, or 2) adding to KB's. They become a non-factor in an observer ship, but get to record as if they're "in the fight" if they want to.
The issue I could see with making it like a Tac Scout is how you prevent it from being a glorified ramming ship.
Last edited by hockey1015 on Tue Jan 27, 2015 10:27 pm, edited 1 time in total.
There are some logistical issues with observer ships. Mainly, there's some question as to how you'd implement them. Is it a 10s research? If so, if it costs money, there needs to be an agreement from both commanders to purchase and have pilots who aren't flying but rather observing. How can we utilize them to prohibit one team from gaining an advantage by having an observer who's not a part of the game? If the observer is a part of the game, why use observer ships instead of scouts? If the observer is NOT a part of the game, how do we make sure that a troll player doesn't use the observer ship (apart from booting whenever it happens)? What about newbies who might accidentally use an observer ship?
While I'm not opposed to the idea in general, these are some of the questions I would want answered before I started looking at re-implementing observer ships. There are two major questions you should ask yourself when you want to add something to the game: "What does this give us that isn't already there?" and "How does this fit in with the current design of the game and ships?"
If you can give me a better idea of what you're thinking than "observer ships" I'll definitely take a look.
EDIT: I'm not sure how the game reacts to a mass of 0, but if I can give it a mass of 0 that would stop it from ramming regardless of how fast it was going. Similarly, giving it a sig of 1% is easy enough and a scan range of 1.
While I'm not opposed to the idea in general, these are some of the questions I would want answered before I started looking at re-implementing observer ships. There are two major questions you should ask yourself when you want to add something to the game: "What does this give us that isn't already there?" and "How does this fit in with the current design of the game and ships?"
If you can give me a better idea of what you're thinking than "observer ships" I'll definitely take a look.
EDIT: I'm not sure how the game reacts to a mass of 0, but if I can give it a mass of 0 that would stop it from ramming regardless of how fast it was going. Similarly, giving it a sig of 1% is easy enough and a scan range of 1.
Last edited by zombywoof on Tue Jan 27, 2015 10:30 pm, edited 1 time in total.
Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
iirc Noir had observers set as pods with no scan range or sig, cost $1 and a larger airtank (not sure about that last one). That way they wouldn't contribute to kb, the only potential exploit they had was they could check if alephs were mined.
If you were to bring the ship back, just take a look at dn and use that.
If you were to bring the ship back, just take a look at dn and use that.
Collisions use their own damage class, you could maybe tweak that to you needs.hockey1015 wrote:QUOTE (hockey1015 @ Jan 27 2015, 05:24 PM) As an addendum to what we were tossing around last night:
They'd have to be small, very low sig, very low/no scan range, but also a large amount of HP. Reason being, especially in sg's where somebody from Squad Y is recording a match between Squad X and Squad Z, should there be an instance where a base gets blown up and they don't transfer in time, they aren't 1) attacking, or 2) adding to KB's. They become a non-factor in an observer ship, but get to record as if they're "in the fight" if they want to.
The issue I could see with making it like a Tac Scout is how you prevent it from being a glorified ramming ship.
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Yeah but that affects all ships, you wouldn't want ramming a con at 300mps to not pod an int...Adaven wrote:QUOTE (Adaven @ Jan 28 2015, 02:05 AM) Collisions use their own damage class, you could maybe tweak that to you needs.
Perhaps just give observers so little mass that they do next to nothing damage?