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Posted: Tue Dec 04, 2007 7:09 pm
by madpeople
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
Posted: Wed Dec 05, 2007 7:23 am
by Defiance
random faction / random settings?
Posted: Wed Dec 05, 2007 11:35 am
by madpeople
Defiance wrote:QUOTE (Defiance @ Dec 5 2007, 07:23 AM) random faction / random settings?
not really core based.
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
Posted: Thu Dec 06, 2007 9:40 am
by Raveen
Some sort of ripcord inhibitor would be nice.
Mountable in the devices (cloak) slot it uses energy and stops ships ripcording away within a certain radius.
Could be combined with other device slot characteristics (sig reduction/increase etc.).
Posted: Fri Jan 04, 2008 6:50 pm
by Avalanche
Adaven wrote:QUOTE (Adaven @ Sep 30 2007, 11:33 PM) I think someone actually made up momentum code for missles.... (asheron?)
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.
Posted: Fri Jan 04, 2008 7:10 pm
by Adaven
Ah, knew it was an A-name.
Posted: Fri Jan 04, 2008 9:12 pm
by madpeople
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.
if you do it again could you include my smarter detonation idea?
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.
Posted: Sat Jan 05, 2008 12:22 pm
by Avalanche
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
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.
Posted: Sun Jan 20, 2008 5:41 pm
by Dogbones
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
I am not sure I like this idea, it would make it fairly simply to avoid any direct hit from a missile with AOE.
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)
Posted: Sun Jan 20, 2008 6:00 pm
by apochboi
The ability to change the angle at what the base is built at would be a nice feature.