First idea is: like independance war 2, when performing in-system warp, you have to wait a few seconds before in-system warp gets charged as in going superduper fast speed to get from point A to B in a few seconds. after using your warp, you have to wait for a minute or two for the in-system warp thing to get charged before it can be used again.
The second idea is: the freelancer style neuronet for VS. All of the structures should be targeted on your computer except for hidden stuff like wormholes to another system, pirate bases, non-government/pirate friendly bases. With all the structures orbiting and always moving in space, how are you going to keep track of coordinates? perhaps they move very slowly so it should be fairly easy to track.
Does vegastrike have these as a planned feature?
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- Just a tourist with a frag'd nav console
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1) The system warp thing is not implemented. However jump drives do need to charge up. But I like the idea of waiting to charge up in SPEC tho. See SOLUTION TO SPEC PROBLEMS thread. It minimizes too much use of SPEC.
2)Everything depends on your radar range. If it's good enough, you see everything. There are no hidden things yet because if you can't see em, you'll only have a one-chance-in-a-gazillion to bump into it.
Anybody correct me if I'm wrong.
2)Everything depends on your radar range. If it's good enough, you see everything. There are no hidden things yet because if you can't see em, you'll only have a one-chance-in-a-gazillion to bump into it.
Anybody correct me if I'm wrong.
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Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
Dreams of things that will never be,
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Leave me be to sleep forever,
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- Elite
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I guess an additional ramp-up time could be added, one that ramps from 0 to the minimum SPEC multiplier. That could be used to implement that, along with some "curve fitting". For instance, nil-rampup-time = 15s, nil-rampup-exp = 8, makes the thing grow like:
So, only at 7s you start seeing noticeable speedups. I think it could work.
Do I have the time to implement it? I dunno - if it doesn't get implemented soon, feel free to bump the subject.
Code: Select all
0s
|1
|
|
|+ 7s
|+++
|+++++++
|++++++++++10 (min multiplier - suppose)
15s
Do I have the time to implement it? I dunno - if it doesn't get implemented soon, feel free to bump the subject.
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- Just a tourist with a frag'd nav console
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if you have a radar range and the chances of finding something hidden with distances like that is one in a million, then this gives me an idea...
how about radar range that increases dramatically when going in spec mode? i mean increase the radar range by 100x temporarly. example: from 35k to 3.5 mil.
it's not realistic yeah but it good for the gameplay.
also known as spec radar, so you will have a better chance of finding something hidden so spec radar lists ALL of the items in it's range. and be able to target mosty non-moving objects in the progress.
how about radar range that increases dramatically when going in spec mode? i mean increase the radar range by 100x temporarly. example: from 35k to 3.5 mil.
it's not realistic yeah but it good for the gameplay.
also known as spec radar, so you will have a better chance of finding something hidden so spec radar lists ALL of the items in it's range. and be able to target mosty non-moving objects in the progress.
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@Klauss
I mean better capacitators, shorter ramp-up times.
Or how about basing it on mass?
Hence smaller ships, faster ramp-up. capships, slower ramp-ups. Gives another edge for small ships in dogfights.
And sure, I'll bump this if you're too busy to code it asap. It looks like a great idea.
This is indeed better, methinks. So Sensor drones will carry this kind of radar and sweep intermittently. Stopping to scan the system then jumping on. (That's a simple enough ai, is it not?)
Ships can buy it, disable shields (is this possible?) and ping the system for say... a minimum of 20 seconds in order to get a nav-map of the whole system.
How about baisng it on the current capacitator you're using?So, only at 7s you start seeing noticeable speedups
I mean better capacitators, shorter ramp-up times.
Or how about basing it on mass?
Hence smaller ships, faster ramp-up. capships, slower ramp-ups. Gives another edge for small ships in dogfights.
And sure, I'll bump this if you're too busy to code it asap. It looks like a great idea.
There can be a super long distance radar scan without using spec, so you can view 100x in range but you have to stop your engines, disable shields, and disable guns temporarly in order to do this.
This is indeed better, methinks. So Sensor drones will carry this kind of radar and sweep intermittently. Stopping to scan the system then jumping on. (That's a simple enough ai, is it not?)
Ships can buy it, disable shields (is this possible?) and ping the system for say... a minimum of 20 seconds in order to get a nav-map of the whole system.
A Step Into Oblivion
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
The pilot has two different types of navigation systems.
The radar, and the neuronet style map.
your ship does not need to power down everything on your ship in order to see the map.
My main idea is, powering down most of the parts of the ship to get a 1/10'th view of the entire system and it targets from moving ships to, wormholes that are not on the map.
The radar, and the neuronet style map.
your ship does not need to power down everything on your ship in order to see the map.
My main idea is, powering down most of the parts of the ship to get a 1/10'th view of the entire system and it targets from moving ships to, wormholes that are not on the map.