MineField Ship

There are 12 replies in this Thread. The last Post () by supercars.

  • hello, this is my first post in a while.


    anyways.


    has anyone attempted to create a minefield ship before? after a small amount of work, i just made a ship that can lay the mines from zone 21. (called "spike1" i think) i need 2 things. thing one would be someone with good ideas for what valuse i should put in so it really does act like one of thoes big mines. (and maby throws a ship a few feet, so they hit another mine and cause a chain reaction) thing 2 moves onto the ship itself, for now, because i dont have milkshape, im going to use the mooring thingy as the ships model, the little boxes along it would be where the mines come out, and i am pretty sure i could do this with hard CMP. but ive never made a ship like this before and i would like a little help creating it.


    also because swat likes things with less lag, please explaim what you think the least lag way to go about this is. (dont say "just dont do it" please)


    thanks in advance.

  • I created a concept for a mine ship 2 years ago but there were several minor problems that i didnt fix at this time
    here is the original thread: http://www.swat-portal.com/php…97ee564d37f16375578c438ff


    this concept was a part of the Starlancer Reborn mod.
    unfortunatly the screenshots are not online anymore



    basically it was one big mine which could be layed and used as tactical weapon to "lock" gates
    every ship comming through the gate would run into such a mine


    i have to admit that the idea of a minefield itself sounds better than a single mega mine
    so i can imagine 2 possibilities
    1. a multimine dropper
    2. a special minefield model


    the problem is that i have no idea how those mines will act with those 2 possibilities... thats something that needs to be tested first


    the mines itself should have a high damage factor and a long activity time... lets say 30mins - 1hour
    usually one explosion does only kill the shields ... so there needs to be a way to get 2 explosions to kill the shield and then the ship (having a close look at the vanilla mine fields might be helping with this)
    in case of option 1 the multiexplosions might not be needed (dunno yet)


    its possible to add impulse settings to push ships around a bit
    you also should consider to let some time pass before those mines get activated after you dropped them... not that you blow up yourself


    biggest problem is that mines are dynamic solars... and once a player does leave the spawn range of such object those objects get removed from the system
    i guess some exe - range hacks could prevent this



    i doubt that lag is a big problem... in the end ppl use/spam mines in almost every fight so the serverload wont be much higher... especially since those mines wouldnt move



    so basically its about doing tests with those 2 possibilities and decide for the best one in order to create such mines
    once this is dont and the problems are solved a new problem will appear: how to create a minelayer ship where only those mines can be used and how to tell FL that those mines cant be used on normal fighters?
    the fix for this problem is mod related... hardpoint classes would be needed (again)
    those mines should never be able to be used on a normal fighter coz that would destroy every pvp
    but maybe there is a different way how to do this... dunno yet - ill have to think about it



    oh and finally such mines should be very expensive... unlike normal mines they could whipe out whole squadrons of fighters

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  • Wow - a minefield maker would be great for RP

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    Fix'd.

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  • ok, more news, im going to put in a few pics, but if thats not ok just tell me and i wont do it, i cant seem to find the forum rules...


    heres how the mines look:


    and heres the plan for the mine ship, even though its not actullay done (thoes are just things put together in MSpaint) the mines would come out of the right side (from this perspective) out of thoes 3 spots with tanks behind the (that hold the mines):


    finally, here are the things used in the concept in 3d from other angles:




    tell me what you think or if you can model this for me.

  • but does it drop mines by one or in packs?

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  • well, there would be one "advanced mine" hardpoint for each of the little boxes on the mooringbase.


    and, each one could be fired by pressing its number, but idealy you would want to fire all of them together, as to create a minefield.


    also i could have mine launchers for a zone 21,22, and 23 mines (or whatever) for all the other mines (like the ones in omega 41).and even though these mines would cost a little more then normal mines, i dont think they should cose much more, because, as they have no home in, one fighter could easily outflank and destroy the minefield ship. and also these mines would need to be purchased in large quantites, and i would want the normal player or beginning clan to at least be able to afford the ammo, let alone the ship.

  • cool concept! From the perspective of ship scale, perhaps the cargo container for trains might scale better, but overall, the modular idea for the minelayer is cool :D It should have at least a couple of guns/turrets, and some decent armor, but probly only a freighter shield (is there a lvl 8 freighter shield?) Since it would actually NEED more shielding, perhaps it could also have a shield upgrade slot. The minelayer equipment would probly have to be built-in, to prevent installation on fighters, and the 3 levels of mines also create some interesting RP possibilities. Keep up the good work!

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  • oh and BTW, nomads have minefields too (the blue crystal-like ones). and minefields also can be "tricky" e.g. you see a minefield but there are no mines in it (like it Sovetskaya if I remember correctly)

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  • Quote

    The minelayer equipment would probly have to be built-in, to prevent installation on fighters, and the 3 levels of mines also create some interesting RP possibilities.


    holy shit!!!
    thats the solution... didnt think of that yet

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Quote

    holy shit!!!
    thats the solution... didnt think of that yet


    [2] I was thinking of the Adonis frieghter... it was either CM's or mines that were built-in, with no possible upgrade (in a previous revision of CF; dunno if it still works that way)...I wasn't being obsequious :(

    My rig: i3-4130 Core Duo (3.4Ghz), Gigabit GA-B85-HD3 mobo, 8Gb PC1600ram, Samsung 2x 80Gb SATA RAID, Intel Integrated graphics, 3 optical drives, 23" Asus HD monitor + peripherals


    Character names: Centaurian_Alpha & CA derivatives
    Founder: Independent Operators' Consortium (established 2006)

  • A Very Dangerous Idea and it can catch anyone off guard. A Must for a Small Clan and also needed by someone who is used to getting chased by a dozen or so fighters. :P:rolleyes:

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