Page 8 of 10
Posted: Thu Jul 24, 2008 3:48 pm
by Thargoid
JohnnyBoy wrote:Not if you're in a SuperCobra with a Naval Energy Unit, Military Shield Enhancement and an ice-cold Mil laser....
The only Kobayashi Maru for that being the Purple Haze, when it decides to give you an E-bomb as a parting gift...
Posted: Thu Jul 24, 2008 4:16 pm
by ClymAngus
Thargoid wrote:JohnnyBoy wrote:Not if you're in a SuperCobra with a Naval Energy Unit, Military Shield Enhancement and an ice-cold Mil laser....
The only Kobayashi Maru for that being the Purple Haze, when it decides to give you an E-bomb as a parting gift...
Or there 2 of them. Oh look at the pretty lights! Hang on where's my ship gone?
Why not go the whole hog? Give into your sado-masochistic streak and create the "noisy cricket" 1/2 the speed of light, military everything, 8 fore, 8 aft , a missile rack bigger than Samatha Fox's and only avalable to people with a psychotic disposition. Players should feel bowel churning DREAD when loading up this game, joy is not an option. It's not about having fun it's about proving that your oxp can ruthlessly kill any human that dares to go near it.
To program anything less is simply not manly.
Posted: Thu Jul 24, 2008 4:27 pm
by LittleBear
There is a trick to dealing with them. THEY only have beam lasers and so only have a range of 10KM. However Military Lasers have a range of 25KM. So if you come to a dead stop and keep your distance you can vapouries a rattle before it can even come in range with its own guns.
Posted: Thu Jul 24, 2008 4:38 pm
by ClymAngus
or don't "add on" it at all. Such atrocities completely destroy the golden pillar of up close and personal ship murder and have no place in my universe. -.-
It's like someone bringing a blow torch to a fist fight, it's just not right.
Posted: Thu Jul 24, 2008 9:01 pm
by Eric Walch
LittleBear wrote: So if you come to a dead stop and keep your distance you can vapouries a rattle before it can even come in range with its own guns.
And alternatively you can kill them from quit close. They are only deadly at intermediately distance. Stay close and start by destroying some of his laser guns. When you now loose close distance he has less fire power to shoot at you. One of those beast is never a problem, only with two, you can't stay close to both.
Posted: Thu Jul 24, 2008 10:37 pm
by Captain Hesperus
H.M.S. Adams.
Captain Hesperus
Posted: Fri Jul 25, 2008 7:53 am
by Eric Walch
Jar wrote: Spent two days and failed to cause even one forced eject! This is not easy. Many ships just explode; a mil laser is not easy to regulate.
You have time to practise until 1.72 gets released. LB found a major problem in the oxp. Until now we only developed the oxp with use of custom created derelicts. Now we discovered that for, in-fight created, derelicts the maximum speed is redefined at zero. This is hardcoded, no bypassing possible.
This means we now will create a test release were derelicts are randomly script added. It will be a playable version but we need changes in Oolite itself to let the player created fly to the dredger. It won't be before 1.72
To the derelict creation itself. I think sparks are started when the energy drops below 25% and pilots decides to eject when energy drops below 10%. So you must be at the lower end of the sparking. I tried it yesterday with 3 anacondas. From 2 I got a derelict, the 3th just exploded.
Posted: Fri Jul 25, 2008 11:20 am
by Jar
I finally got one eject. I was very far away and my laser was over heated. Which leads me to ask:
1) Do mil lasers fire less energy at the target when they are firing from an over heat? I was holding the fire button down and letting them auto fire on cool down.
2) Do laser hit with less energy at the target when fired from a long distance?
If either 1 or 2 lowers the impact enery it would help to avoid blowing them up. I seem to just blow everything up that's venting when I shoot at it. Perhaps I'm too close?
Both 1 and 2 were unusual for me. I don't normaly attack from that distance and I don't normaly fire the lasers hot. So I'm thinking one or both helped me to not blast it to bits.
Oddly it was an Asp II special that I got to eject and not one of the big ships.
Posted: Fri Jul 25, 2008 12:18 pm
by Frame
Eric Walch wrote:Jar wrote: Spent two days and failed to cause even one forced eject! This is not easy. Many ships just explode; a mil laser is not easy to regulate.
You have time to practise until 1.72 gets released. LB found a major problem in the oxp. Until now we only developed the oxp with use of custom created derelicts. Now we discovered that for, in-fight created, derelicts the maximum speed is redefined at zero. This is hardcoded, no bypassing possible.
This means we now will create a test release were derelicts are randomly script added. It will be a playable version but we need changes in Oolite itself to let the player created fly to the dredger. It won't be before 1.72
To the derelict creation itself. I think sparks are started when the energy drops below 25% and pilots decides to eject when energy drops below 10%. So you must be at the lower end of the sparking. I tried it yesterday with 3 anacondas. From 2 I got a derelict, the 3th just exploded.
yeah i 2nd that with my own derelict code whereby i just switch its AI to route1traderAI instead of the old AI whereby it just tumbled... with dumbAI.plist.. the code takes care of its detruction (if boobytrapped), and the spawn of the virtual damage device whereby the player gets hurt...
the derelict ship sets its course oright, but just gets stuck there, usefull though for defense platforms, but yeah maxspeed should be read/write..
Posted: Sat Jul 26, 2008 10:34 pm
by pagroove
Thougt a little about this OXP. I think it can also be used as a unit that can do very good things like freeing slaves. What about putting the unit to use to free the slaves. This slave 'freeing' was requested earlier but the salvage drone seems like a good tool for it. And we could have Slave transports (special modified Anacondas and Boa's)
Posted: Sun Jul 27, 2008 12:08 am
by Cmdr. Maegil
This is truly a fantastic board! I've been two weeks without logging in, and what do I find? An 8 pages long thread and an OXP - and one wanted by the comoonity for a long time, at that!
After spending the last hour or three reading the thread, here are few late ideas:
- A modified (and more expensive) version of the drone to be sold only to criminals at illegal outposts; instead of calling a dredger, it'd home on the nearest chop shop or pirate den. If no suitable dock is available on the system, it'd either try to hyperspace to another system (and the player should follow or lose the ship) or move slowly while ejecting all its cargo in a straight line to prevent the loss of most of the cargo when the player finally destroys the ship
- An add-on for assassins, some targets' ships would have to be brought instead of destroyed, as they may be carrying precious cargo, or a data bank, or hostages
- A mission to hijack an unpowered prototype under its defenders' olfactory apparatus
I may come up with something else later.
@pagroove: What are you talking about, is there such an oxp on the make too?
Posted: Sun Jul 27, 2008 12:12 am
by pagroove
@Cmndr Maegil>
No as far as I know there isn't such an OXP yet.
I assume that you mean Random Hits instead of Assassins?
Posted: Sun Jul 27, 2008 12:15 am
by Cmdr. Maegil
D'oh!
Thargoid robot fighters?
Posted: Fri Aug 08, 2008 9:01 pm
by hircus
One ship type that strikes me as being very useful to salvage is the thargoid robot figher. It's totally controlled by the mother ship, which means that at the end of a space battle you will see a lot of abandoned fighters in mint condition.
The bounty for destroying them starts from 50 and goes up (I've seen a max of 114 so far). Surely they will be worth more if captured intact?
Re: Thargoid robot fighters?
Posted: Fri Aug 08, 2008 9:04 pm
by Captain Hesperus
hircus wrote:One ship type that strikes me as being very useful to salvage is the thargoid robot figher. It's totally controlled by the mother ship, which means that at the end of a space battle you will see a lot of abandoned fighters in mint condition.
The bounty for destroying them starts from 50 and goes up (I've seen a max of 114 so far). Surely they will be worth more if captured intact?
If taken intact, they can be sold as Alien Items.
Captain Hesperus