Additional Laser Weapon OXP?

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Sendraks
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Additional Laser Weapon OXP?

Post by Sendraks »

I vaguely recall reading somewhere that the different laser types (Pulse, Beam, Mining & Military) are hard coded into the game and therefore meant that oxp lasers were not possible. If that is the case, feel free to shoot this idea down now. Alternatively, if you're not in a shooting mood, are vaguely interested or just plain bored, read on.

Gatling Pulse Laser (Need better name)

The concept behind this idea stems from the increasing number of altercations I get into (in Oolite, not RL, thats a separate matter) that happen at very close range, mainly due to the frequency with which I encounter ships with fuel injectors.

The laser weapon progression in Oolite follows a fairly linear progression of more power, more range, faster cycle time, faster heat-up. It occurred to me that the extra range wasn't really helpful in a close range battle and if there was scope for a high power, short range weapon. At the same time, this shouldn't occupy the same space as the Mining Laser, which is essentially a high power, low cycle rate, short range weapon.

The Gatling Pulse Laser would be a weapon with a similar range (or less) than that of the Pulse Laser. Perhaps only 5km range, designed for short range skirmishes. Damage and cycle time would be slightly higher than that of the Military laser, but heat would be higher as well. In effect it would put out no more damage per full bar of heat than the Mil Laser, just do it faster. The idea being that it would deliver short, sharp, vicious bursts of damage, that are required of short range dogfights.

The origin of the weapon would be from the Galactic Navy, as a fitting for Behemoth and Leviathan carrier/battleship classes. These large ships are vunlerable to being sniped by small vessels armed with Military lasers as they present such an easy target. Escort vessels using military lasers to return fire over similar ranges produces less than desirable results and inevitable close quarters combat ensues, thus diminshing the value of the Military Laser under these circumstances. As escort vessels have access to a steady source of witchspace fuel from their mothership, use of fuel injectors to rapidly close range and engage is a sensible combat doctrine. In order to then rapidly deal with the threat, and recognising the difficulties in maintaining sustained fire in a close quarters dogfight, the Military developed a new weapon.

Bascially a reconifgured Military Laser, where the power conduits used to focus the laser over increased ranges, have been redeployed/replaced to increased the amplication of the lasers output (more damage) and increase the cycle team (rate of fire) at the expense of range and slightly greater heat output.

Advantages
Increased damage output over short periods
Essentially the same construction as the Military Laser, so no space limitations on vessels.

Disadvantages
Short range removes "sniping" as an option.
Lack of fuel for injectors (or lack of injectors full stop) will make it difficult for pilot to "control" the combat radius.
Dependency on witchdrive fuel for effectiveness means weapon is best suited to carrier support vessels.
More expensive.
Rapid fire and rapid heat build up, means "misses" are more costly than with a Military Laser.
Short range makes usage against vessels with a defensive barrage, such as Behemoths, Frigates, Leviathan Platforms, Kirins etc, dangerous.

Hopefully this isn't a straight "upgrade" over the Military Laser, but fills a niche and has sufficient drawbacks to not be a default choice over the Military Laser.
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Cmdr James
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Post by Cmdr James »

Lasers are hard coded, so that would be awkward (nothing is impossible).

I would probably suggest implementing as a turret, which can be made to closely fit that requirement.
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Post by Sendraks »

Cmdr James wrote:
I would probably suggest implementing as a turret, which can be made to closely fit that requirement.
Is it possible to fit a turret to a vessel that doesn't already have one as an oxp piece of equipment. If not, that idea won't fly either.

Ah well, /cry and all that. At least I've got this idea off my chest.
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Post by Cmdr James »

No, it isnt. I wonder if ships could be fitted with turrets that have an inactive AI, and have "optional" weapons mounted on them. Implemented as changing the AI.

I dont think thats possible, as I dont *think* the turret AI is stored in the save game.
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Post by CptnEcho »

I agree with the notion that plasma turrets fulfill the intended role of the "gatling laser".

I also like the idea of purchasing and fitting turrets to existing ships that don't normally have them, but do have hulls with enough surface area and interior room to mount the equipment.

How to implement such equipment upgrades does pose a problem for me.
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Post by Chrisfs »

It does sound like plasma turrets would fit your requirement. I would love to be able to put a plasma cannon (if not a turret) on a ship that doesn't have one, simply to see how it does
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Post by Sendraks »

CptnEcho wrote:
I agree with the notion that plasma turrets fulfill the intended role of the "gatling laser".
I really don't think they do.
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Post by Commander McLane »

Chrisfs wrote:
It does sound like plasma turrets would fit your requirement. I would love to be able to put a plasma cannon (if not a turret) on a ship that doesn't have one, simply to see how it does
You can do that by default, I think.
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Post by Kaks »

Yep, if you are on a planet with the appropriate tech level, you can buy a plasma cannon to replace any of the lasers.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Sendraks »

Kaks wrote:
Yep, if you are on a planet with the appropriate tech level, you can buy a plasma cannon to replace any of the lasers.
Is this part of the core game or with an oxp, as I don't recall ever seeing plasma cannons for sale.
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Post by Screet »

Sendraks wrote:
Is this part of the core game or with an oxp, as I don't recall ever seeing plasma cannons for sale.
As ship weapons require code in the oolite executable, it's already in there. I'm not too sure though, if an oxp is required to enable them but do not expect that to be the case. Never did try to locate which equipment.plist has them. I found them not to be too interesting.

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Post by Kaks »

It's a weapon fully available for oxps, but none of the standard ships are defined as able to equip it.

To make it possible to equip plasma cannons you need to have EQ_WEAPON_TWIN_PLASMA_CANNON defined as optional equipment inside shipdata.plist. Using XML you'll have to have something like

Code: Select all

 <key>optional_equipment</key>
 <array>
   <string>EQ_ECM</string>
   <string>EQ_FUEL_SCOOPS</string>
   <string>EQ_ESCAPE_POD</string>
   <string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
 </array>
using openStep format, it's something like

Code: Select all

"optional_equipment" =
		(
       		        "EQ_WEAPON_TWIN_PLASMA_CANNON",
			"EQ_ECM",
			"EQ_FUEL_SCOOPS",
			"EQ_HEAT_SHIELD"
		);
You could always override the standard shipdata.plist definitions with an oxp that contains a modified shipdata.plist . That way you can make plasma cannons available to cobbies, etc...

Once that change is made, or when using an oxp ship that allows them already, the cannons will be available to buy at most stations.
Last edited by Kaks on Wed Dec 02, 2009 4:47 pm, edited 1 time in total.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by ClymAngus »

Could you define a variable "Hard_point" maybe that you could mount a sub-entity object on? Sure it would be a support weapon but you could have some control over the object placed there. Maybe... :D

Of course if you go through a fuel station you'll still be blown to smithereens.
:(
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Post by Kaks »

ClymAngus wrote:
Of course if you go through a fuel station you'll still be blown to smithereens.
:(
Of course!

It's a very nice idea, but with a lot of supporting code required: you'd have to somehow 'attach' equipment items to subentity models, & change the player ship model accordingly when the equipment is bought/sold - plus, when the subentity is destroyed, the equipment is destroyed too, etc, etc..


I think it should definitely go in for EMMSTRAN (did I get that name right?)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Sendraks »

Thanks Kak's. I will tinker with this tonight and see what these are like.
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