Page 9 of 25

Posted: Tue Jul 25, 2006 6:41 pm
by LittleBear
Now working:-

- 6 new missions.
- 6 new NCP ships.
- 1 new weapon.
- 11 hand-coded mission briefing screens.
- 2 iNEWS broadcasts.
- 10 hand-coded mission descriptions.
- 24 new Ship Communications Hails.
- 6 new Planet Descriptions.
- 10 new Images.

Still just about to start Victim4!

Posted: Wed Jul 26, 2006 2:45 am
by MtKlima
Keep going whenever you have the time. I'm just sitting back, (drooling) and waiting.
Michael

Posted: Thu Jul 27, 2006 10:11 am
by Arexack_Heretic
What is this new weapon like?

I can imagine a HANDOFDEATH-ray,
which goes something like this:

(setTargetToPrimaryAggressor, "performScriptOnTarget: becomeExplosion")
Could be used as AI for a one-shot superweapon, might even get rid of stations. (maybe include check for target=station)
:twisted:
but that is just stupid.

...however is there a way to damage a piece of equipment without removing it, by script?
A disable-fuelinjector-gadget could be usefull as a one-shot torpedo.

Posted: Thu Jul 27, 2006 10:16 am
by LittleBear
That would be telling!

Have to wait until you are playing the OXP. Got it working though!

Posted: Thu Jul 27, 2006 1:55 pm
by Arexack_Heretic
hehe, that last admonishment fits nicely with your avatar,
which seems to wag its (skeletal) finger. ;)

Posted: Thu Jul 27, 2006 8:02 pm
by LittleBear
Now working:-

- 7 new missions.
- 7 new NCP ships.
- 1 new weapon.
- 15 hand-coded mission briefing screens (including 3 iNEWS broadcasts)
- 12 hand-coded mission descriptions.
- 24 new Ship Communications Hails.
- 7 new Planet Descriptions.
- 10 new Images.

I will probebley finish victim5 over the weekend. The full OXP will be about double the current size.

Would people prefer if I uploaded to Ossat as as sort of Assassins - Kill Bill Part1 and then uploaded a part 2 when i've done it. Or have the OXP all in one go?

Posted: Thu Jul 27, 2006 8:49 pm
by Arexack_Heretic
In One go.

Unless you run out of steam or time (as I have),
then round off the sharp edges and upload it as a teaser.

Posted: Thu Jul 27, 2006 8:51 pm
by LittleBear
Entering a space battle between the Thargoids and the Navy, in serach of a single soldier with a Guild price on his head...

Image

Mark Identified. Exterimate!

Image

Posted: Thu Jul 27, 2006 8:57 pm
by Arexack_Heretic
Shouldn't you just sit back and wait for the show to end....then go in for the finishing blow (preferably from behind)? :shock:

Posted: Thu Jul 27, 2006 9:14 pm
by LittleBear
The bugs are heavily outnumbered. 7 Assassins OXP "Police Asps" (one of which is your mark). And 7 ships with the role police, against 4 ships with the role Thargoid.

If you are playing this with all the other OXPs in, this means there will be 7 tough Assassins OXP ships and 7 other Tie Fighters, Swat Vipers, Herold Gunboats & ordinary vipers against 4 bugs.

By all means let the bugs soften them up. But your mark's budies will still be around when you go in for the kill! Better to attack him whilst he and his wingmen are preocupied with the Thargoids!

Posted: Thu Jul 27, 2006 10:08 pm
by Arexack_Heretic
any mention about using a Qbomb? :roll:

Posted: Thu Jul 27, 2006 11:36 pm
by LittleBear
Could do. But your mark and the Police Asps are pretty fast, so they may outrun it and you'll have just killed the thargoids.

The Q-bomb and energy bomb are the bane of making the OXP a challenge. Most ships are made energy-bomb proof, but there is not a lot I can do against the dreaded Q-bomb!

Posted: Fri Jul 28, 2006 12:18 am
by aegidian
LittleBear wrote:
The Q-bomb and energy bomb are the bane of making the OXP a challenge. Most ships are made energy-bomb proof, but there is not a lot I can do against the dreaded Q-bomb!
Speed. Give 'em afterburners!

Posted: Sat Jul 29, 2006 10:19 am
by LittleBear
Trouble with that is I've noticed that if I give opposing ships a bit of fuel, they tend to bug out rather than fight!

With four "addships withinradius" I have got a pretty good space battle going! The Thargoids, police asps, police ships and mark are all added in a 150m sphere about 12km from your position. As a result their AIs lock on to the enemy. When you arrive they pretty much ignore you concentrating on each other. 20 ships with green, yellow, pink, blue and red lasers firing on each other at close range looks really good. And finding you mark in the confusion of battle is quite a challenge!

I stumbled on this effect by accident. I orginially was going to have the mission as a hit on one ship in a large patrol. I had given the mark and his wingmen patrolAI. Whilst playtesting a Thargoid Carrier appeared and they all broke formation to attack it. So I added the Thargoids to the sphere to ensure this cool effect happened everytime. It really is amazing what you can do with a few simple lines of code!

Perhaps a Q-bomb shield for the next version? It wouldn't be much help to the player as NCPs don't really use them, but would help balance OXPs.

Posted: Sat Jul 29, 2006 12:11 pm
by ramon
you worry too much about the Q-bomb. I doubt many people have them, or if they do, are likely to use them willy-nilly. They cost 2500! So they're not profitable to use. If someone has got one, let them use it, okay they win but they effectively take a cut of 2500 from their bounty.