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Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 3:09 pm
by Lestradae
If you guys really do this - real thargoid solar systems would be cool!
Why not convert some of the usually unreachable systems into thargoid areas? There is enough special oxp equipment to make them reachable, but they are still far, far away ... the main station could be much further from the witchpoint (which should be a deathtrap of thargoid biggies) than usual and be some secret naval base for resupplying and, alas, missions.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 3:23 pm
by Cody
Smivs wrote:As for the 'team', Gimi is doing a fine job of laying the groundwork, and I am looking to him for direction at the moment. I'm messing about sticking bits on Boas, and El Viejo is acting as Canon Consultant and chipping in with some good ideas.
Capt. Murphy has already volunteered to help with scripts etc. I wouldn't call myself a 'canon' expert btw... text is my forté.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 4:33 pm
by Capt. Murphy
El Viejo wrote:Smivs wrote:As for the 'team', Gimi is doing a fine job of laying the groundwork, and I am looking to him for direction at the moment. I'm messing about sticking bits on Boas, and El Viejo is acting as Canon Consultant and chipping in with some good ideas.
Capt. Murphy has already volunteered to help with scripts etc. I wouldn't call myself a 'canon' expert btw... text is my forté.
Goddam he noticed....
. Yep I'm happy to help. If Gimi wants to collate the creative ideas and produce some sort of brief for version 1, then I can help with the JS bits and bobs. Still need a handy modeller for shader capable eye candy (I did ask Staer 9 very recently about updated the Behemoth...?)
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 4:45 pm
by Disembodied
cim wrote:Galcop doesn't really have the weapons technology to build an offensive battleship, I think. Missiles need to be mounted on a fast fighter-bomber (a Boa II, perhaps, or maybe a Constrictor) and launched at fairly close range, or there's too much chance to ECM them or to shoot them down with point defense. Plasma turrets are too short-ranged and too high power-drain to use as anything other than point defense. Galcop doesn't have turret lasers, and given how fast the Thargoid ships are, a fixed laser isn't going to be much use against a moving target unless it's stuck to a fighter with a decent turn rate.
That points to the need for a new AI for the Behemoths, really: they need to launch fighters and hang back out of the way, using their plasma cannons for point defence against any Thargons which make it through. Maybe Behemoths could carry Asps to launch at an enemy, who then fly off towards the opposition and engage, but also carry some Sidewinders which they can spit out in extremis if they start taking too much incoming fire? And a complement of hardhead missiles too, but again only for their own defence?
Q-bomb usage is also something which might need to be addressed. The ideal Q-bomber would seem to be the Constrictor: fast enough to get in, drop the bomb and get the hell out again before the Bad Thing happens ... should be a pretty rare event though.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 5:23 pm
by Gimi
The way I'm going we are going to need quite a few new AI's. I want this to feel like Navy, not Police. I don't think the AIs will be very complicated, but they will be different. I have started with description in this format:
Code: Select all
Combat Space Patrol behaviour around Navy stations
1 CSP will always patrol area between 2km and 10km from station. CSP always patrol in pairs, but a CSP can consist of multiple pairs.
When player gets within 20km of the station, he is challenged with:
Cobra Mk III, You are entering a HIMSN restricted zone. If you have official dealings with the Navy please proceed, if not, turn away immediately.
If player comes within 10km of stations, CSP closes in on injectors to escorts player until docked or outside 15km from station. Additional CSP is launched from station. When player is clear, extra CSP docks.
If player at any time displays hostile intent, CSP attacks, additional CSP is launched from station.
If player retreats outside 25km of stations attacks cease, CSP assumes normal patrol.
Can this be used to develop AIs?
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 5:37 pm
by Capt. Murphy
Gimi wrote:
Can this be used to develop AIs?
Yep, would require a combo of AI and shipScript, but shouldn't be much problem.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 5:43 pm
by Duggan
If I am going to join the navy because a) It could be construed as the last act of a desperate man. Or maybe because b) All the nice girls love a sailor. ( Oh and after the trunk Thargoid Plans, I'd like to get me a look see at the Thargoid Homeworld )... I wonder what the prospects are like for promotion..
A ranking sytem...I note that galactic Navy oxp only really wants me as a reserve and to fleece me in bonds though the cheap bombs are nice.. I'd love to be an Admiral someday..
I'd also like to see this plan moved forward if possible.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 6:03 pm
by Cody
Duggan wrote:I'd love to be an Admiral someday.
It has a nice ring to it, does Admiral Duggan. You may find yourself appearing in an Oofic one fine day.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 9:29 pm
by Gimi
For the developers and OXP developers (or those who know)
When playing around with ideas for HIMSN.oxp a few questions have cropped up.
1. First, is placing a system in interstellar space (sun and planets) something that might be possible in the future. I basically need to know if I can plan with this kind of functionality. I fully understand if no answer can be given.
2. Is it possible to get NPC ships to move and attack in formation, and for the formation to split up and reform under certain conditions, assume new formations with other ships etc.
3. Is it possible to define a completely new role (similar to police, pirate) in an OXP.
I told you I don't know how to code OXPs.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 9:49 pm
by cim
Gimi wrote:1. First, is placing a system in interstellar space (sun and planets) something that might be possible in the future. I basically need to know if I can plan with this kind of functionality. I fully understand if no answer can be given.
Planets can be done in 1.76 (and there are at least a couple of OXPs that do it already). Suns? Probably someday, but almost certainly not in 1.78.
Gimi wrote:2. Is it possible to get NPC ships to move and attack in formation, and for the formation to split up and reform under certain conditions, assume new formations with other ships etc.
Move: yes, though unless they're in an escort/leader relationship there'll need to be a bit of extra work done to keep them in formation. Attack: no, not really, though if they're in formation and then all go for the same target in the same way, the initial attack run tends to mostly preserve that formation by coincidence. Split/reform: yes.
Gimi wrote:3. Is it possible to define a completely new role (similar to police, pirate) in an OXP.
Yes, very easily. You get complete control over when and how ships with that role are added. You can also choose whether or not pirates will intentionally attack ships with that role.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 9:54 pm
by Cody
Planets in interstellar space can look really good, as shown by Lago/Avernus in Coyote's Run, which also has swarms and swarms of asteroids to dodge through. As cim says, not suns though. Have you been to Lago/Avernus, Gimi? I have a savegame if you haven't and want to take a look.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 10:07 pm
by Gimi
El Viejo wrote:Planets in interstellar space can look really good, as shown by Lago/Avernus in Coyote's Run, which also has swarms and swarms of asteroids to dodge through. As cim says, not suns though. Have you been to Lago/Avernus, Gimi? I have a savegame if you haven't and want to take a look.
No I haven't. I'm currently doing the full 8 before any missions are installed. I also don't get to play much these days. "To busy bending to peer pressure from the Oolite bb."
I would love to have a look.
The reason I'm asking for a sun, is that I'm thinking that the one place where you might meet the Navy during normal play is when sun skimming. In addition to that, I'm also thinking that the navy probably wouldn't want their high value resources wandering around where everyone can see them. An uncharted system would be ideal.
But just the planet and a moon or two would work fine as well.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 10:17 pm
by Gimi
How about an entity that simulates a white dwarf. If Cargo Shepard can pull cargo canisters, couldn't we make a white dwarf that will pull a ship inn if your too close. Basically a system that has gone nova that the Navy has taken over.
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 10:19 pm
by Cody
Incoming!
Re: Her Imperial Majesty's Space Navy
Posted: Wed May 09, 2012 10:22 pm
by Cody
Zero-distance doubles attract me, and I think they may attract the Navy as well.