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Posted: Sun Jan 20, 2008 9:06 pm
by Dogbones
apochboi wrote:QUOTE (apochboi @ Jan 20 2008, 01:00 PM) The ability to change the angle at what the base is built at would be a nice feature.
Do you mean just in-plane rotation? or three degrees of freedom (for pitch, roll, and yaw)?

If it is just in-plane rotation it might not be too hard to give the com the ability to start a base rotating (after it has built) and then stop it. We'd have to deal with things like comms using this as a means to protect against an incoming HTT but I think we could find reasonable ways to handle that. For example we could make it such that the base can only be rotated within the first minute (or two minutes) of building and it would rotate rather slowly.

Posted: Sun Jan 20, 2008 9:33 pm
by apochboi
Yeh three degrees of freedom. The reason i say this is. I attempted to create a new type of Layer drone. One which created a wall on an aleph to form a temporary block. For the trials i used the bios refinary as the thing to be built by the drone. Unfortunatly everytime the drone placed the refinary infront of the aleph it appeared at all different strange angles so i couldnt use to block the aleph. So some sort of way to control the the yaw and pitch would be great.

Posted: Sun Jan 20, 2008 10:41 pm
by Tontow
Weapon and Part mounting requirements.
IE: If I want to mount a Laser then I must first mount an Energy Pack. (Targeting system on PT bombers?)

Allow weapons/parts/cargo to have a model. (If I have a BFG then I want people to see that I have a BFG without me having to shoot it)

Allow weapons/parts/cargo to modify your ships prosperities and abilities.
IE: An item that lets you ripcord. Or a part that makes you slower but makes you use your booster fuel more effectively (so you can boost longer) and makes you boost faster.

Posted: Sun Jan 20, 2008 10:43 pm
by apochboi
So you want visible parts, sounds pretty complex and my guess is it would be a nightmare for core devs. Sorting out all the guns on ships /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Posted: Mon Jan 21, 2008 3:07 am
by Vlymoxyd
I would like the ability to turn bases to last forever, but it should be slow. I mean, it should take about 2 mins for a 180 degree turn.

Posted: Mon Jan 21, 2008 4:26 am
by Tontow
apochboi wrote:QUOTE (apochboi @ Jan 20 2008, 02:43 PM) So you want visible parts, sounds pretty complex and my guess is it would be a nightmare for core devs. Sorting out all the guns on ships /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
That is why you have a check list /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />. It also would pave the way to be able to target sub systems. /biggrin.gif" style="vertical-align:middle" emoid=":biggrin:" border="0" alt="biggrin.gif" />

Edit: The default should be set to not show the weapon so that the current cores are compatible.

Posted: Mon Jan 21, 2008 2:19 pm
by madpeople
Dogbones wrote:QUOTE (Dogbones @ Jan 20 2008, 05:41 PM) 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)
delta could work, though the distance towards the ship covered by the missile each update would be much more than the distance moved by the ship from a small sidethrust as the missile is heading towards the ship quite fast, and ships in allegiace take some time to get going in a direction.
so i don't think it would really be a problem, though i guess that's something for testing, if a delta were needed, i would think it would only be 1 or 2 (even 0.5) as missiles may only have AOEs of 20 or 30 and if the delta were 10 then that would mean they would never detonate when they were within 10m (the delta) of the ship which is bad. (suppose delta could be a % of the AOE range)

alternatively you could try and do a look ahead and work out (by extrapolation) where the ship and missile will be next tick and see if the distance from the target then is even bigger than the distance from it now too.

but yeah, i don't think they could trigger it as they would have to be out running the missile when it is within AOE range which is hard given that the missile is much faster then the ship.

i think its a try it and see thing given that it would be a fairly well contained change

Posted: Wed Mar 18, 2009 7:42 pm
by Ramaglor
Bump

what is the progress on this?