Posts by sona1111

    as far as i know, the liner drag and max force dont have anything todo with power, but the power usage does. power usabe is interesting, as it only takes that much power at full speed (and a bit less depending on how fast your going.) this can be used to make some interesting restrictions on some things, mainly capships. however it would also be interesting to hae a fight between 2 fighters who can only regen power while their engines are off. it would make for some very interesting fights...

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    Maybe that mod is Flak88?


    its 88Flak =P


    anyway...


    1. destructable parts that actullay DO stuff, like you can shoot off the left engine and the affected ship will keep turning left, or you could shoot at the cockpit and the controls would be disabled for a few seconds.
    2. variable crash damage. like if a ship rammed full speed into a capship versus another fighter, it would get more damage from the capship. also if it ran into certain parts like one of the sharp ends on the kusari battleship or the front of the dagger it would take heavy damage.
    3. (really dreaming) a tractor beam that could actullay tractor beam other ships, like to affect their path, could pull them closer of push them away.
    4. a "fair" cloak like halos active camo.
    5. a third powerup thingy, like a "power batt" that restores power. in the mod i play some of the ships have large, slow regenearting power supplies where this could be useful.
    6. a way to solve fl server's way of having NPCs push all the players out of the way like they have no mass.
    7. variable docks, like on some stations therres that big dock thing where a battleship could be docked, well if a battleship tried to dock there, it would goto that point insted of the small dock that the fighters go in.
    8. auto turrets, like either for weapons, so the capship can shoot like an npcs does, from both sides. or just auto flak turrets, so they could automatically shoot down incoming torpedos.
    9. a way to make engines have class restrictions so that they could be customizable.
    10. a control to switch between linked or unlinked fire modes. like in linked mode the guns fire all at the same time, while in unlinked mode they have an overall faster ire rate and more chance of a hit.

    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.

    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.

    pretty much what the title says, i finished balancing collision groups for a liberty dreadnought, and everything works fine and works as planned, but there are 2 crashes:


    1) the front part of the ship can come off without destroying the ship. this works ok, but if the ship docks like this the game crashes.


    2) the engine being destroyed does kill the ship, but the ship has a long death fuse, and if the inventory is opened up after the engines is destroyed, the game crashes.


    to let you know a little more about this, all the collision groups were taken out, but people want them, so i am tring to balance it correctly. this means that i copied my collision groups and "simples" from vanilla FL, then edited them. also the ship has 2 main death fuses, one if the root health dies, and one if the reactor core gets destroyed. if the root dies there is alot of little explosions leading up to a huge one that kills the ship. if the core dies, the ship gets alot of "impulse" entries as to move it forward, as it moves, all the pieces start flying off...


    if you need to know any more information, tell me.

    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.

    #1: toleridem pretto much sums up the real way but to make it fair a fighter should be able to kill it for balance.
    but i would be cool with tem being more powerful.


    #2: when swat you said earlier that no matter how powerful you made them they would still be easy for you to kill...it sounds like your PURPOSFULLY making them unbalanced in the fighters favor.


    #3: can anyone tellme why a dest has more turrets then a battleship? yet costs 40 mil less? ...thats just wrong......


    #4: if you are trying to make battleships more even with fighters, think about other stats....they cant dock without a moor! should something be upped somewhere else to compensate?


    #5: I, and many others dont think it is possible, ever, to beat a fighter, or even cap ship, in a gunboat.


    #6: Your patcher must be pretty bad, in rankor's oponion, if you cant add 5 weps without needing a player whipe and huge server crash......


    #7: dont know if youve said no to this yet, but why does the arena planet not have a moor? so you have to keep going back from X to pvp people without so much lag and NPC interferance. people have said that is is a "fighter arena". even though ive never aggered with segragation, wheres the cap ship arena?