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April 14, 2008 at 2:24 am #585
Has anyone ever played the star wars flight sims? I.E. X-wing, Tie Fighter, XvT, X-wing Alliance? It occurs to me that when starships are destroyed, they kind of… blow up, as in go boom, and the shockwave/debris from said explosion does damage to whatever is close to it. What I propose is… PROXIMITY DAMAGE from things blowing up in space, i.e. pirate ships, starfighters, mines, destroyed enemy starships, etc.
Proximity damage, in a nutshell, will deal damage depending on how close a vessel is to the destroyed ship.
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April 14, 2008 at 4:54 am #5714
Furthermore, i’d like to see ships crash into each other if they are both at the same x/y/z coord. In those flight sims you could crash into other ships without instantly blowing up; knock you off course and cause heavy damage
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April 14, 2008 at 5:14 am #5715
That used to be in the game, Walldo. It was terrible. I accidentally flew into so many capships.
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April 14, 2008 at 6:38 am #5716"Avanga":32ed2pvo wrote:That used to be in the game, Walldo. It was terrible. I accidentally flew into so many capships.[/quote:32ed2pvo]
> Orbit
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April 14, 2008 at 1:35 pm #5722
If implemented, I think collisions should only happen when two capital ships are in the same coordinate; there would be enough space for two fighters or freighters to sneak by eachother (possible implementation of a ram skill to override this). However, I think that battlegroup should override any collisions from ships being at the same coord, as should low speed (half of the ship’s max; for docking).
As for proximity damage… I like the idea, but it could be difficult to implement, and even harder to balance (sending 20 fighters modded up to 200 hull at a capital and WTFPWNing it just by selfdestructing them, etc).
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April 14, 2008 at 6:17 pm #5724
I’ve been a proponent of ‘ram’ for a while now. But I’m not going into that. You have a point about using remote fighters as unblockable missiles, though. Even though it’s pisspoor roleplay to do so, the twink’s’d be abusing that six ways from monday. Maybe put in a cap per ship size class to how much proximity damage is done? Or implement a ‘mine’ shipclass that is exclusively responsible for causing proximity damage?
edit: ok, not exclusively, but would have a multiplier attached to it.
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April 14, 2008 at 9:21 pm #5726
How is that piss pooor roleplay you have droid flown fighters loaded with explosives that ram ships, I think its brilliant rp!
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April 15, 2008 at 6:42 am #5734
I think that perhaps anything larger than a small spacecraft should cause some proximity damage. And as for ramming, make it so that only player piloted vessels can do it. And I agree RenegadeJedi when it comes down to only 2+ capitol ships can collide if at the same coordinates. Though, we’d have to make it so that they can orbit a planet without crashing into each other. Heh.
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April 15, 2008 at 11:09 pm #5752
Terrible idea. That’s time that could be better used sorting out some sort of starfighter battlegroup system that’ll allow one pilot to lead a squadron of unmanned (by players) fighters into a battle (and not be useless for it)
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April 16, 2008 at 1:19 pm #5764"KRESKZZORZ":287j9uph wrote:not for the X-wing[/quote:287j9uph]
Best post ever."Walldo":287j9uph wrote:Or time better spent just recoding the whole space system.[/quote:287j9uph]
…somehow, you know, I think proximity damage would be a little bit easier to code than the entire space system.
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April 23, 2008 at 5:15 pm #5872
ALL I HAVE TO SAY IF YOU PUT IN PROXIMITY DAMAGE PUT IN RAMMING. I ALWAYS WANTED TO RAM AN ENTIRE X-WING SQUADRON INTO AN ISD AND SEE WHAT HAPPENS.
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April 24, 2008 at 12:44 am #5876"Senav":12xooe7k wrote:ALL I HAVE TO SAY IF YOU PUT IN PROXIMITY DAMAGE PUT IN RAMMING. I ALWAYS WANTED TO RAM AN ENTIRE X-WING SQUADRON INTO AN ISD AND SEE WHAT HAPPENS.[/quote:12xooe7k]
BAD. No capslock for you!
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