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 Post subject: Weapon suggestions
PostPosted: Fri Sep 14, 2007 12:14 pm 
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Joined: Fri May 05, 2006 5:38 pm
Posts: 54
1.I think it will be a good idea to make armour indicator near the shield indicator. Shield would recharge, but armour not as it would take more damage than shield before ship is destroyed. Armour would be repaired in garage.

2. Next good idea is to sort the weapons by type of damage they inflict, and let players equip their ships with different types of shields and armour.Example : energetic damage, conventional damage, thermical damage, chemical damage and suitable armour for each of them.

3. There is small amount of weapon types and basically they differ by their level and damage they give. I think there should be more weapons of different purpose. For example: Stun weapons shouldn't damage ship, but discharge it's core energy and shield, ion weapons should shut down engines and/or weapons.

4. Ships with more than 2 bays could have an automatic turret instead of third/fourth bay that would attack tracked target even when it's behind you.


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PostPosted: Fri Sep 14, 2007 4:18 pm 
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Joined: Thu May 04, 2006 6:07 pm
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Location: http://kittylambda.com
Auto turret is an awesome idea! But there already is damage types, and a few different effect weapons. There are weapons that can drain core energy, weapons that can stun, weapons that slow you down, weapons that increase your total mass, weapons that remove your antigravity (make you fall). =)

The weird thing is this beam weapon issue. I swear, they work PERFECTLY on my system, so this has me sadly quite puzzled. I'm going to have to really dig into this, it's probably some weird math error/inconsistency across versions. There is a bug I recently fixed, for instance, with "acos". acos (1) should equal zero, but on the windows version, it sometimes was equalling NaN (causing utter havoc with the autopilot system).

BTW, didn't you mention wanting to try out the Linux version at one point? If you do get to try it, I'd love to hear how it runs. It should actually run a bit better than the Windows versions, but there may be library issues.

Thanks for your feedback, I still can't believe beam weapons don't work! Arrgh =)

Calvin


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 Post subject:
PostPosted: Mon Sep 17, 2007 12:47 pm 
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Joined: Fri May 05, 2006 5:38 pm
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"There are weapons that can drain core energy, weapons that can stun, weapons that slow you down, weapons that increase your total mass, weapons that remove your antigravity (make you fall). =) "

Name one

If i shoot with stun weapons they kill my target, and that happens with any other armament.

BTW i thought of a turret in which you can install any gun-type weaponry.


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 Post subject:
PostPosted: Mon Sep 17, 2007 12:52 pm 
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Joined: Fri May 05, 2006 5:38 pm
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And u didn't answered for 2nd suggestion


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 Post subject:
PostPosted: Tue Sep 18, 2007 5:53 am 
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Joined: Thu May 04, 2006 6:07 pm
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Location: http://kittylambda.com
The stun beams, etc., also inflict damage but I might adjust that damage amount to be less for future world files. The way the effect beams work is when the beam "maxes out" (i.e., you have tracked the target for long enough) the effect takes place.

Missile launchers can have a specific effect, in addition to damage. Stun is the main effect, but like I said, there are others!

Anyhow, all this aside, the truth is that they probably aren't balanced quite well enough to be incredibly useful =) But they are in! Which is too bad, but VtV is after all a grand experiment.

I more like the idea of auto-turrets, because it's sort of like, a more dramatic upgrade. It could be really cool, actually.


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