PU brainstorming

Forum for discussing various mods for the VS-engine based upon Privateer. (Please play nice now, and extinguish all flaming materials.
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Post by Sunfire »

z30 wrote:I'm good with the idea of the Sparrowhawk as a pirate craft- just wished we could make the Sparrowhawk more distinctive from the Talon visually.

It would be very neat if the player goes from "Oh, a bunch of Talons I can take them" to "Sh*t! Sparrowhawks!"

The Sparrowhawk storyline can be tied in with secret pirate systems network Chuck was describing in another thread.
the ability to scare the player should not be under rated... baron of hell in DOOM anyone? i remember just about peeing my pants when confronted with that nastiness :oops:

wrote this in an email to chuck on the same topic... thought id post it here on the 'brainstorming' thread
[on the topic of grey zone pirate space]

'i like this concept alot... i mean... where does the brilliance/tobacco/ultimate come from? this is one of the things that freelancer got right... outlying systems were truly outlying... and the farther you get, the tougher ships you face. meaning you dont have to make any convoluted stories about how the pirates can exist and where their support comes from... the deeper you get into thier space, the less likely you are to survive, and when you get deep enough, you find their support... pirate bases along the way to their home planet... both pirate factions in that game had one... would love to see a couple of pirate planets with some good backstory (and besides how can pirates be flying in the gamma and beta systems? where the f!ck did they get thier jump fuel from? certanly not rygannon... thats the ES base of ops)'

apologies for not posting all this in the same message and taking up boardspace...
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Post by OnyxPaladin »

Sunfire wrote:baron of hell in DOOM anyone?
Indeed.

Perhaps a spiffy new paintjob for the sparrowhawks to distinguish them from Talons?
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Post by chuck_starchaser »

Indeed. I'd go a further step and say the best games are those that scare you the most but kill you the least. Probably the best game I ever played was the little known TFX, a flight simulation game that kept you on the edge of the seat for hours without even confrontation. There were so many radar modes to switch, so many things that could go wrong. So much anticipation and preparing for a mission on the simulator. Most missions were fairly easy, but the game was hard core (no reload; if you died, you had to start the game from the beginning). It would be too much of a departure to try to make Privateer hard core, of course; but there are things that could be incorporated along the general direction. Very long missions are a sort of hard core thing, because it's really painful to have to restart them. We were speaking about asteroid fields, about making them motionless, but very dense and very vast. We could make them as big as to take 1/2 hour of player time to get to where a mining base is.
Over email with Sunfire, we were talking about why mines in Privateer are symbolical of things hidden, or places where characters hide. It occurred to me that perhaps the guys at Origin originally thought of making mining bases really hard to find and inaccessible, inside huge asteroid fields; but that for technical reasons ended up making AF's a lot smaller and of clear visibility. Radar range should also be reduced and intermittent in AF's, perhaps, so that you're never too sure what's lurking in them. This is consitent with the story of Burrows, Kane and the Scarab. At Sheol, they think the retros may have a base inside a nearby asteroid field, but aren't sure. I suggest it's because AF's are really huge, dark, and impenetrable by sensors, in the minds of Origin. Not to mention that within them there may be unofficial jump points to/from gray zone systems...
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Post by micheal_andreas_stahl »

Ok, first things first. I DON'T WANT TO SEE ANOTHER WORD IN MY ENTIRE LIFE! :cry: :cry: I go on a camp over the weekend and I'm swamped with posts. Though I'm happy and estatic to see z30 back.

Well, i think that friendly planets and bases should tell you where pirates or Kilrathi are as they are enemy of state.

I like chuck's idea. I would like REALLY dense and large AF's which you can't see through. But if one make them denser someone will HAVE to work out how to make AF's stop there bloody antics.
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Re: Improving escort ships

Post by z30 »

Sunfire wrote:[

something else id love to see, trading badly needed supplies improves your faction rating... if you get a reputation for bringing food/fuel to malnourished pirates... they would certanly be greatful... (lol or they would just kill you and take it :) but if youre running a blockade, you should definately get some points...
I agree wholeheartedly. One thing I miss with PR is that the news items don't tie in with anything real. If it's announced that a famine hit a certain planet, and you supply them with food - then definitely you should gain credit with the faction who runs the place.
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Post by z30 »

Zool wrote:
All very good suggestions and something PR could use.

Leave the isometal availability where it is.

Hi Z30 and welcome back.
Thanks Zool, very glad to be back :) Quite impressed with what you guys have come up with, this seems to be a very pivotal time for the mod.


michaeal wrote: Ok, first things first. I DON'T WANT TO SEE ANOTHER WORD IN MY ENTIRE LIFE! Crying or Very sad Crying or Very sad I go on a camp over the weekend and I'm swamped with posts. Though I'm happy and estatic to see z30 back.
You can imagine how I felt when I saw the the PU thread had grown to 44 pages long - and that was just one thread.

Cant' wait to meet your alter ego in the game hehe
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Post by z30 »

chuck_starchaser wrote:I
Over email with Sunfire, we were talking about why mines in Privateer are symbolical of things hidden, or places where characters hide. It occurred to me that perhaps the guys at Origin originally thought of making mining bases really hard to find and inaccessible, inside huge asteroid fields; but that for technical reasons ended up making AF's a lot smaller and of clear visibility. Radar range should also be reduced and intermittent in AF's, perhaps, so that you're never too sure what's lurking in them. This is consitent with the story of Burrows, Kane and the Scarab. At Sheol, they think the retros may have a base inside a nearby asteroid field, but aren't sure. I suggest it's because AF's are really huge, dark, and impenetrable by sensors, in the minds of Origin. Not to mention that within them there may be unofficial jump points to/from gray zone systems...
It would be nice if an asteroid field would be partially opaque to radar.

* you could hide in one if the odds are against you

* missions could be setup when an an enemy patrol would lie in ambush rather than just popping up

* Mining bases would be harder to find
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Post by Dilloh »

Sunfire wrote:maybe there could be a /dev switch to accomodate modders and people that want it all, all at once.
Well, that'd be adding everything to the MPL. I don't think unlocking the isometal had the intention of cheating, rather a thought of a balance. Still, I think the player definetively MUST feel how it is to be nailed by a Talon - if he cheats himself money or not. With my campaigns, you even won't be able to buy afterburners from the beginning (don't worry - they'll be in after a few missions).
Still, for myself, I'm using a "devship" to test my campaings - a fireblade, with 10x gun damage, ATs and 5x speed. :D
Sunfire wrote:but can you then hold on to those 'special items' and go sign up with the retros after the campaign to reward you for your time/effort?
freedom/accessablilty was one of the things that made OP great
There's a RPG called "Gothic", it also requires the player to choose a faction. You can become a mighty warrior, but no magician then. The point is: The branches will come together afterwards and the story can be completed with the ONE special item you have. If you want to know what you'd have gotten from the Retros if you hadn't chosen to become a pirate, just play the game again - that's what makes a longplayer. IMHO.
Sunfire wrote:the ability to scare the player should not be under rated... baron of hell in DOOM anyone? i remember just about peeing my pants when confronted with that nastiness
Me too... guess my surprise when I hacked myself into the mouth of the final level and saw the dev's head on a plug there.
Sunfire wrote:where does the brilliance/tobacco/ultimate come from?
Most likely from the Border Worlds.
chuck wrote:Probably the best game I ever played was the little known TFX, a flight simulation game that kept you on the edge of the seat for hours without even confrontation.
I played EF2000, the sequel, and yeah, firing a missile and waiting if it hits doesn't sound too exciting in first case, but regarding you only have 4 missiles makes you nervous when you encounter 4 foes.
chuck wrote:Very long missions are a sort of hard core thing, because it's really painful to have to restart them.
Like the Delta Prime visit was intended to be.
chuck wrote:We were speaking about asteroid fields, about making them motionless, but very dense and very vast. We could make them as big as to take 1/2 hour of player time to get to where a mining base is.
We could also annoy players who don't have the time to do so, unfortunately.
chuck wrote:It occurred to me that perhaps the guys at Origin originally thought of making mining bases really hard to find and inaccessible, inside huge asteroid fields; but that for technical reasons ended up making AF's a lot smaller and of clear visibility.
I think there was a lot of stuff that changed in the final days. Just think about the Privateer Intro, Burrows missile hits the Drone, but where is the pirate skirmish? In Troy? Enroute to Troy in Pender's Star? Or even in the Sol sector? I believe the Drone was originally intended to run amok through Gemini right from the start of Privateer, and Burrows would be the one getting the gun and ceasing this threat.
chuck wrote:Radar range should also be reduced and intermittent in AF's, perhaps, so that you're never too sure what's lurking in them. This is consitent with the story of Burrows, Kane and the Scarab. At Sheol, they think the retros may have a base inside a nearby asteroid field, but aren't sure. I suggest it's because AF's are really huge, dark, and impenetrable by sensors, in the minds of Origin. Not to mention that within them there may be unofficial jump points to/from gray zone systems...
Fully agreed, but how?
z30 wrote:I agree wholeheartedly. One thing I miss with PR is that the news items don't tie in with anything real. If it's announced that a famine hit a certain planet, and you supply them with food - then definitely you should gain credit with the faction who runs the place.
Sunfire's idea is realizable campaign-wise. Having a trading system which is influenced by news happenings is a dream Melonhead is currently chasing.
z30 wrote:Quite impressed with what you guys have come up with, this seems to be a very pivotal time for the mod.
You can say that again... time to celebrate the 100th download of the current version, not talking about all those guys using the updates!!!
z30 wrote:Cant' wait to meet your alter ego in the game hehe
You'll meet a lot of more alter egos :lol: maybe even yourself? :twisted:
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Post by micheal_andreas_stahl »

z30 wrote:You can imagine how I felt when I saw the the PU thread had grown to 44 pages long - and that was just one thread.
Yeah i can imagine your shock. When i saw all the posts to be read i nearly had a heart attack.
z30 wrote:Cant' wait to meet your alter ego in the game hehe
I'm not sure about the model. i look like a Merchant. Since it was made i turned pirate. Someone should write a mission to destroy the menece Capt. Stahl! :twisted: :twisted:
z30 wrote:* Mining bases would be harder to find
It would also give you a sense of isolation when you have to pass a AF.
Dilloh wrote:You'll meet a lot of more alter egos Laughing maybe even yourself? Twisted Evil
Sounds like Dilloh. What's 'e dun now? :lol:
Dilloh wrote:We could also annoy players who don't have the time to do so, unfortunately.
Naaa, Just hit the AB and shoot your way through. VS's AF's are slow moving but rather dense. Make em denser non moving and LARGE.
Dilloh wrote:I played EF2000, the sequel, and yeah, firing a missile and waiting if it hits doesn't sound too exciting in first case, but regarding you only have 4 missiles makes you nervous when you encounter 4 foes.
It would give the player the need to think before firing a missle.
Dilloh wrote:Still, I think the player definetively MUST feel how it is to be nailed by a Talon
:cry: ::HANGS HEAD:: I learnt that feeling when i started playing it. It was the first time. I worked out that you need to played differently.
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Post by Dilloh »

I'm not sure about the model. i look like a Merchant. Since it was made i turned pirate. Someone should write a mission to destroy the menece Capt. Stahl!
As I said before, I'm going to implement the whole staff as characters. Some are nice little merchants, some others are corrupt mobs. If you agree to have your nickname part of PU, you also agree to possibly have a character which might not suit you. But however, isn't it cool to be part of a game?
Naaa, Just hit the AB and shoot your way through. VS's AF's are slow moving but rather dense. Make em denser non moving and LARGE.
I meant, AFs don't allow to autopilot. But I already have an idea for that...
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Post by Zool »

Dilloh wrote:Maybe taking the OrionMK2b (=MK3) as a solely pirate Orion and skipping the GalaxyHK completely (who uses it as long as there is the GS?)?
Now that's a great idea. Personally I always thought of the Galaxy HK as a bit of a dud but as long as we have it and a surplus of Orions lets put then to good use. They could become pirate modified cersions of the original vessels. Only buyable on pirate bases (if buyable at all).
z30 wrote:I agree wholeheartedly. One thing I miss with PR is that the news items don't tie in with anything real. If it's announced that a famine hit a certain planet, and you supply them with food - then definitely you should gain credit with the faction who runs the place
The only game I ever saw this work right was Priv 2. I miss playing that one, I liked the way you could hire a freighter (a monolith), go round with it collecting a cargo, (I had a real sweet run that made money fast) and then you escorted you cargo to the destination in your own fighter. Any way we could implement something like this in PR/PU?
Dilloh wrote:
chuck wrote:We were speaking about asteroid fields, about making them motionless, but very dense and very vast. We could make them as big as to take 1/2 hour of player time to get to where a mining base is.
We could also annoy players who don't have the time to do so, unfortunately.
Amen to that, brother Dilloh. One of the big reasons I only played WCU for one hour was the having to spend 10-15 minutes flying to a planet to land after coming out of autopilot. Having to spend any more than say five minutes in an AF to get to a base would really SUCK!!
chuck wrote:Radar range should also be reduced and intermittent in AF's, perhaps, so that you're never too sure what's lurking in them.
Sounds logical to me, and as Dilloh said......"how?"
Dilloh wrote:.... But however, isn't it cool to be part of a game?
Hell yeah!!!

Man, what a marathon read this has been since yesterday......you guys have WAAAAAAAAAYYYYYYY TOO MUCH FREE TIME...... :lol:
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Post by Dilloh »

I liked the way you could hire a freighter (a monolith), go round with it collecting a cargo, (I had a real sweet run that made money fast) and then you escorted you cargo to the destination in your own fighter. Any way we could implement something like this in PR/PU?
Surely by means of adding a storyline, but you're certainly talking of random events, so this is a matter of code and therefor at first sight for chuck, or maybe Melonhead of whom I got a feeling when he'll back, he will have mutated into an expert for the trading system... at least he has catched some dev's attention within the contributor's help forum.
One of the big reasons I only played WCU for one hour was the having to spend 10-15 minutes flying to a planet to land after coming out of autopilot. Having to spend any more than say five minutes in an AF to get to a base would really SUCK!!
Well, it's not completely like that... if you want to feel the scale effect in PR, just hack yourself via savegame to Sol/Sol. You'll realize that you don't have to come <5000m to dock onto a base or planet. I rather think the rescale would mostly affect planets, refineries and minings could stick at their sizes (note that refineries have the top windows where you can see the gangways); perry and new constantinople could be slightly bigger. I once, just for fun, replaced Rangrior with a mining base. Guess what was bigger, the planet or the mining base.
I wrote:.... But however, isn't it cool to be part of a game?
Hell yeah!!!
LOL... guess fortune did you a favour. Your character is quite a cool person: You'll organize the rescue of some hostages (kidnapped by my rogue girlfriend btw :lol: ).

Zool, if you already read the PM I sent to you, I'd appreciate a reply... you've got my email or just PM back.
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Post by Solon Halwinder »

z30 wrote:
Solon Halwinder wrote: I'd also like to see Special-mount variants of some of the guns, to increase firepower for those of us who don't like relying on missiles. (Inspired partially by the Fireblade's HK1303 guns and partially from my old "Gun Capability for missile hardpoints" idea.)
Could you give a concrete example of how this would work out using your favorite ship?
Easy. Take a Galaxy HK, which has two missile hardpoints each capable of mounting Special equpiment. Dilloh's HK1303 gun, which he made for the Fireblade variant of the Demon, is a Special-type mount. I modified the HK1303's MPL entry to make it Milspec (instead of Alien), so I could buy it (without wasting the 500,000 on a Fireblade), and equipped my Galaxy HK's missile mounts with HK1303's. Worked VERY nicely in combination with my Meson Guns.

So what I'd like to see are variants of the other guns mountable on Special hardpoints. (Remember way back when I wouldn't stop running my mouth about Gun Capability upgrade for missile mounts? Same basic idea.)

The reason I'm suggesting this is that missiles and by-and-large not very effective, in my experience. I typically need at least four IMREC's to down a Talon, which I could do with two in the original. And the lower missile capacity owing to the Light/Medium/Heavy rebalancing doesn't help.

Also: After having fun with my GalaxyHK, I tried a few different ships (a Scimitar and a Raptor), and I found that if a mount can't use Special equipment, you can only buy the Tractor Capability upgrade (which allows it to) if it's either a gun mount already or can equip Heavy Missiles, and the majority of the new ships have Light- and Medium-only missile points.

Any idea how we could tweak the Tractor Capabilty upgrade so you can purchase it for any mount?
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Post by OnyxPaladin »

chuck_starchaser wrote:Over email with Sunfire, we were talking about why mines in Privateer are symbolical of things hidden, or places where characters hide. It occurred to me that perhaps the guys at Origin originally thought of making mining bases really hard to find and inaccessible, inside huge asteroid fields; but that for technical reasons ended up making AF's a lot smaller and of clear visibility. Radar range should also be reduced and intermittent in AF's, perhaps, so that you're never too sure what's lurking in them. This is consitent with the story of Burrows, Kane and the Scarab. At Sheol, they think the retros may have a base inside a nearby asteroid field, but aren't sure. I suggest it's because AF's are really huge, dark, and impenetrable by sensors, in the minds of Origin. Not to mention that within them there may be unofficial jump points to/from gray zone systems...
Brilliant!
I wrote:.... But however, isn't it cool to be part of a game?
Hell yeah!!!
Indeed.
Dilloh wrote:LOL... guess fortune did you a favour. Your character is quite a cool person: You'll organize the rescue of some hostages (kidnapped by my rogue girlfriend btw :lol: ).
Can i be the bounty hunter that kills you and your girlfriend? Hmm, that's not very nice is it?
Ooh! Can i be a troll, or a garden gnome? Wait..what game are we playing...
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Post by z30 »

Dilloh wrote:
Sunfire wrote:but can you then hold on to those 'special items' and go sign up with the retros after the campaign to reward you for your time/effort?
freedom/accessablilty was one of the things that made OP great
There's a RPG called "Gothic", it also requires the player to choose a faction. You can become a mighty warrior, but no magician then. The point is: The branches will come together afterwards and the story can be completed with the ONE special item you have. If you want to know what you'd have gotten from the Retros if you hadn't chosen to become a pirate, just play the game again - that's what makes a longplayer. IMHO.
I agree with this, in the OP there were only two factions (Merchant & Hunter) and there were little or no contradictions in belonging to both guilds. This won't hold true if a player elects to be both Pirate & Militia or Pirate & Confed or Merchant & Pirate.
Dilloh wrote:
z30 wrote:Cant' wait to meet your alter ego in the game hehe
You'll meet a lot of more alter egos :lol: maybe even yourself? :twisted:
AAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH !!! :shock:
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Post by z30 »

Solon Halwinder wrote:
The reason I'm suggesting this is that missiles and by-and-large not very effective, in my experience. I typically need at least four IMREC's to down a Talon, which I could do with two in the original. And the lower missile capacity owing to the Light/Medium/Heavy rebalancing doesn't help.

Also: After having fun with my GalaxyHK, I tried a few different ships (a Scimitar and a Raptor), and I found that if a mount can't use Special equipment, you can only buy the Tractor Capability upgrade (which allows it to) if it's either a gun mount already or can equip Heavy Missiles, and the majority of the new ships have Light- and Medium-only missile points.

Any idea how we could tweak the Tractor Capabilty upgrade so you can purchase it for any mount?

I'm afraid I undergunned the HK when I balanced it. Will take a look into that Tractor mount limitation - fyi, I was thinking of a mass driver variant with limited ammo but harder hitting and longer range.
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Post by Dilloh »

OnyxPaladin wrote:Can i be the bounty hunter that kills you and your girlfriend? Hmm, that's not very nice is it?
Ooh! Can i be a troll, or a garden gnome? Wait..what game are we playing...
My girlfriend is actually not being killed, she'll rather change sides. You already have a campaign character, Onyx. You'll have to be satisfied with a high-ranking militia affiliate. :lol:
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Post by micheal_andreas_stahl »

wait, why am i a Merchie. :roll: It seems to be Hunters orinesing things like this, or Militia.
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Post by Zool »

Dilloh wrote:LOL... guess fortune did you a favour. Your character is quite a cool person: You'll organize the rescue of some hostages (kidnapped by my rogue girlfriend btw ).
hahahahahahahaaaaa......I like the sound of that :D
Also: After having fun with my GalaxyHK, I tried a few different ships (a Scimitar and a Raptor), and I found that if a mount can't use Special equipment, you can only buy the Tractor Capability upgrade (which allows it to) if it's either a gun mount already or can equip Heavy Missiles, and the majority of the new ships have Light- and Medium-only missile points.

Any idea how we could tweak the Tractor Capabilty upgrade so you can purchase it for any mount?
Hear Hear!!!! Amen brother!!!!.....(no idea.......yet).
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Post by Dilloh »

z30 wrote:
I wrote:You'll meet a lot of more alter egos Laughing maybe even yourself? Twisted
AAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH !!!
Muhahaha... :x
No, just kidding... Lucky you, I haven't found a place to put you in :wink: ... not yet :twisted: ...
Any idea how we could tweak the Tractor Capabilty upgrade so you can purchase it for any mount?
I think we need to tweak the mount for that, like you have templates offering LIGHT MEDIUM HEAVY AUTOTRACKING. Although I never saw a LIGHT MEDIUM HEAVY TRACTOR AUTOTRACKING flag in unitscsv, I actually didn't search for it yet.
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Post by Solon Halwinder »

Dilloh wrote:
z30 wrote:
I wrote:You'll meet a lot of more alter egos Laughing maybe even yourself? Twisted
AAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH !!!
Muhahaha... :x
No, just kidding... Lucky you, I haven't found a place to put you in :wink: ... not yet :twisted: ...
Any idea how we could tweak the Tractor Capabilty upgrade so you can purchase it for any mount?
I think we need to tweak the mount for that, like you have templates offering LIGHT MEDIUM HEAVY AUTOTRACKING. Although I never saw a LIGHT MEDIUM HEAVY TRACTOR AUTOTRACKING flag in unitscsv, I actually didn't search for it yet.
The Tractor and Repulsor beams are both "SPECIAL" type (as is the HK1303, which is what gave me this idea), unless there's been some more changes made which I didn't notice. And I know they exist ("LIGHT MEDIUM HEAVY SPECIAL AUTOTRACKING" mounts) because the last thing I did with my GalaxyHK before checking the Scimitar and Raptor was Tractor Capability both of my gun mounts and try four HK1303's.
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Post by OnyxPaladin »

Dilloh wrote:My girlfriend is actually not being killed, she'll rather change sides. You already have a campaign character, Onyx. You'll have to be satisfied with a high-ranking militia affiliate. :lol:
Now i feel foolish. Hmm, so instead of doing the dirty work for myself i can have others do it for me, interesting.
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Post by Dilloh »

Solon Halwinder wrote:The Tractor and Repulsor beams are both "SPECIAL" type (as is the HK1303, which is what gave me this idea), unless there's been some more changes made which I didn't notice. And I know they exist ("LIGHT MEDIUM HEAVY SPECIAL AUTOTRACKING" mounts) because the last thing I did with my GalaxyHK before checking the Scimitar and Raptor was Tractor Capability both of my gun mounts and try four HK1303's.
I might not have got the point, for I cannot remember the original question behind this discussions :oops: If you want to have a mount that fits both guns and beams, this shouldn't be a problem at all. I thought we were talking about adding optional tractor capability? Something I never understood btw: What is tractor capability good for?
OnyxPaladin wrote:Now i feel foolish. Hmm, so instead of doing the dirty work for myself i can have others do it for me, interesting.
The character is one of the good mates actually. Maybe I should consider uploading what I've done so far, although I don't want to spoil the surprise.
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Post by micheal_andreas_stahl »

Tractor capability is really a special slot. When you buy most ships you can't mount beams or you special guns, thus you need to buy a 'special' thingy.

Well it will make you guy's happy that i'm now on this side of the law. I have not stopped smuggling but i've stoped attacking and stealing goods of Merchies.
Solon Halwinder
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Post by Solon Halwinder »

Dilloh wrote:What is tractor capability good for?
Purchasing Tractor Capability for a mount allows it to mount Special-type equipment, which currently is the Tractor Beam, Repulsor Beam, and your HK1303 gun.

What I was talking about was making that upgrade purchasable for any mount. Right now, it's only purchasable for gun mounts and missile mounts which can equip Heavy Missiles.

The reason behind that suggestion is my earlier suggestion of making Special-mount variants of guns for players who don't like using missiles.
"Ever tried to count hyperactive schoolchildren while someone shouts random numbers in your ear? It's like that."
--Geetra, frustrated mage (Magic: The Gathering)
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