Legends of the Jedi Forums The Brainstormtorium Proximity damage

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This topic has 23 replies, 12 voices, and was last updated 18 years, 1 month ago by Final_Fantasy_Lover.
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    • Final_Fantasy_Lover Member
      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.

    • Walldo Keymaster
      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

    • Avanga Member
      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.

    • Troll Participant
      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
    • Drel Member
      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).

    • Troll Participant
      April 14, 2008 at 2:07 pm #5723

      A big, big yes for the ram skill.

    • Final_Fantasy_Lover Member
      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.

    • Flek Participant
      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!

    • Hensworth Member
      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.

    • Troll Participant
      April 15, 2008 at 10:57 am #5736

      An X-wing smashing into a corvette would be awesome though.

    • Avanga Member
      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)

    • Walldo Keymaster
      April 16, 2008 at 3:35 am #5760

      Or time better spent just recoding the whole space system.

    • Drel Member
      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.
    • Senav Participant
      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.

    • Onasaki Participant
      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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