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Re: ...

Posted: Wed Jan 07, 2009 10:04 am
by Lestradae
@Cmdr James:
Cmdr James wrote:
... If we are going to have variable power, then fully configurable range, power, colour (maybe), name, if it is a mining laser would make sense too, I think.

I would imagine the right way to do it would be to change laser type from an enumeration to be something like the way we do ships. This may also make the shipyard equipment screen kind of full of weapons, but then, it did work in fronteer, so maybe...

It would (I think) be a nice feature, but it is quite a lot of work, and we would have to be very careful to ensure that it is all compatible with the current state of affairs (and ensure meaningful tech levels in some way).
I agree completely to what you are saying here, this would be much better than just a uniform weapons energy and enable a lot of creativity.

Concerning the TLs attribution, why not a similar solution to my RS/OSE one and use an equation that takes into account:

* weapon strength,
* laser cooling,
* effective distance,
* and if its a plasma or laser weapon?

... and derives the TL from which on the laser/plasma thrower is available from. That way, there can be no total Uber weapons too, because at some point the TL limit (whereever that is, usually 15, in case of upcoming OSE 18 ) kicks in and there can be no even better weapon.

@Thargoid concerning democracy versus dev-ocracy:

I agree completely. On the one side the devs are the ones who do all the groundwork and so where they want to take the whole thing should be especially honoured, on the other side Oolite lives from the players and the "intermediate" level of the development hierarchy - in other words, the oxp-creators. And those wishes should be heard also.

Wish all a pleasant day

L

Posted: Wed Jan 07, 2009 10:17 am
by Cmdr James
Im not saying you need to learn to write code, I am saying that I dont think its likely that I will add it, nor the other people who are currently devs. Thats just the way I see it.

I am not putting anyone down for suggesting it either, or at least, not intentionally.

Asking for something repeatedly is not likely to inspire me (cant speak for other devs) -- if I thought I could make the change in a reasonable length of time (like the q-mine stuff) I would look into it the first time someone asked. And in fact, I did open up the code and look at this.

I dont assign my time to the work which people complain about the most, I work on (all) the areas that I think I can add value. And in this area, I really dont. But the right person, even with limited skills (just like me :wink: ) who is motivated, and wants to revolutionise the way weapons work, and can invest a few weeks looking at it, great, they can have a lot of fun, learn a lot, and make oolite better for all of us.

Posted: Wed Jan 07, 2009 10:36 am
by Thargoid
Fair enuff. You of course know best where you think your time and effort is best spent, and the improvements made are also of course most welcome.

It's just to ensure that the current superb "team spirit" between "player" board members, "scripter" board members and "coder" board members is maintained and not under threat.

It's one of the things I like the most here as a "scripter". I can get a lot of great ideas for improvements from all levels, including people who cannot code at any level. But there are of course some ideas which could not be done in OXP (such as the weapons ones here).

It was more the point that whilst such things may not be as "sexy" as more obvious improvements like all the work on shaders and such, they are a common wish. It's not a case of people complaining the most (or repeatedly, or most loudly), but more if things keep getting suggested again and again completely independently by different people then its probably something to consider. If it's difficult or time-consuming then of course it needs prioritising, but it shouldn't be dismissed, or should at least be fed back here as to why it isn't being worked on, if for no other reason than having a reference point that people can be referred to when the idea comes up again.

Also please don't think I'm trying to be negative or critical by raising this, as both a player and a scripter I'm fully appreciative of the work you guys do. It can just get a little frustrating seeing the same un-OXP'able suggestions being made repeatedly.

Posted: Wed Jan 07, 2009 12:19 pm
by wackyman465
There's a game called Jack Of All Trades that I played once, where there are 3 levels of each different kind of EQ (energy generators, cargo bays, shielding, repair bots) and weapon (lasers and pulses). I'm not necessarily saying we ought to do this for EQ, but maybe for lasers... and the best one = a little stronger than today's mil laser.

Posted: Wed Jan 07, 2009 12:32 pm
by Cmdr Wyvern
A suggestion that reappears every year or so, is the infamous laser cooler.
Well, maybe that should be implemented, as an equipment feature that's in the code, but activated via OXP, and not giving that much of a boost - say about 10% increase in cooloff. That way, triggerfiends who havn't learned to burst-fire can have a bit of help, and luddites who don't want it/seasoned pilots who don't need it, need not install the OXP.

Posted: Wed Jan 07, 2009 12:55 pm
by wackyman465
Nay laser coolers! Why not just give you a button that says "I WIN" which destroys all the ships around you, puts you in an Imperial Courier, gives you 5,000,000 cr, and takes you to Raxxla?

Posted: Wed Jan 07, 2009 1:23 pm
by Cmdr Wyvern
Ease off the e-bomb release there, ace.
I'm one of those seasoned gunslingers who wouldn't find much use in a laser cooler, having learned to burst-fire and aim with a steady hand, nor caring about the price of a hardhead.

I'm just saying there's some plebes who ask for such a device every once in awhile, for what good it'll do them....Mr "Sniper Laser"

Posted: Wed Jan 07, 2009 1:31 pm
by wackyman465
I sense you did not understand my sarcasm. I never use e-bombs.

Posted: Wed Jan 07, 2009 2:10 pm
by pagroove
I agree with Thargoid and also with Cmndr James. I'm not a coder but I vent ideas if something comes up. It's in my mind and then I suggest it. As a non-coder I do not know if such a thing is possible. I just thought about what was in the ship-specs of the Elite manual. There was a mention of Volt Vascarian as a laser brand ( I believe on the Python) for example.

But if it's hard coded ok. Don't feel pushed. It's just a suggestion. The fine atmosphere of this board is what keeps me coming back. I like Oolite because everyone can add something to it. I make textures, another one a adds, some people make great missions, models, weapons, huds etc, etc...

My inspiration comes probably also from playing Galactic Civilization where you have a research tree devoted to laser tech. ( laser Tech I to ..) and then particle beams. Also mass drivers are present. I'm not saying that we should implement it all but I get some ideas from playing other games too.

Posted: Wed Jan 07, 2009 2:25 pm
by Cmdr Wyvern
wackyman465 wrote:
I never use e-bombs.
I carry one, and do, when severely outnumbered, deploy it.
But I never carry q-bombs.

Posted: Wed Jan 07, 2009 11:16 pm
by wackyman465
Exact opposite for me. I think Q-mines are actually decently fair; all the little ships can get away. Say you're in witchspace and there's a thargoid carrier, many terroriser frigates, but no police help. Are you going to launch an e-bomb, which will do nothing against that size of ship, or use a q-mine and get out alive?

Posted: Thu Jan 08, 2009 12:31 am
by Cmdr Wyvern
There are strengths and weaknesses to both e-bombs and cascade mines.

E-bombs:
Relatively cheap.
Destroys most craft within scanner range, although the rare few can survive the blast, if somewhat damaged.
Leaves salvage behind.
Results are instantaneous. One-button deployment.
Does not require injectors or fuel to use effectively. No risk to the deploying ship.
Hostile fire can damage it and render it offline.
You can carry only one.

An e-bomb is a "panic button" device, useful when outnumbered, or otherwise hopelessly outgunned.

Q-mines:
Expensive.
Destroys everything it's blast wave(s) hit. Quick thinking pilots with injector equipped ships may outrun the blast effects.
Leaves no salvage.
Results take some time. Must be selected, armed then deployed.
Requires operational injectors and sufficient fuel to escape. Without fuel and/or offlined injectors, you're just as dead as your victims. Cannot be selected if MTS is offlined.
Immune to damage by hostile fire, but your injectors aren't.
You can carry as many as you have missile slots for.

The q-mine is a tactical weapon, due to the extra kit, thought and preplanning needed to deploy it effectively, and live to brag about it.

Posted: Thu Jan 08, 2009 3:12 pm
by pagroove
Currently known laser brands (out of the Elite manual)
Seems that Ingram and Hassoni are the big manufacturers on the laser market.

Brand: Ingram
Model: 1928 AZ
Type: Beam laser
Standard fitted on: Adder

Brand: Hassoni
Model: HiRad
Type: Front-firing Pulse
Standard fitted on: Anaconda

Brand: Coltmaster
Model: Coltmaster Starlaser
Type: ?
Standard fitted on: Anaconda

Brand: Gigazap
Model: Gigazap 500
Type: Pulse
Standard fitted on: Anaconda

Brand: Hassoni-Kruger
Model: Hassoni-Kruger HI (High Intensity) Burst Lasers
Type: Rapid firing Military laser
Fitted on: ASP MKII

Brand: Egron Laser systems
Model: Egron standard JK pulse laser
Type: Pulse
Fitted on: Boa Class Cruiser, Krait, Mamba

Brand: Hassoni
Model: Variscan
Type: Pulse
Fitted on: Cobra MK1

Brand: Ingram
Model: Ingram Standard pulse (made it up because no type is mentioned)
Type: Pulse
Standard fitted on: Cobra MK3

Brand: Ergan
Model: Ergan Beamtech (made it up because no type is mentioned)
Type: Boa,
Standard fitted on: Fer de Lance

Brand: Ingram
Model: 1919 A4
Type: Pulse
Standard fitted on: Gecko

Brand: Volt
Model: Volt Variscan
Type: Pulse
Standard fitted on: Phyton

Brand: Dual
Model: 22-18
Type: Pulse
Standard fitted on: Sidewinder


Brand: Ingram
Model: Megablast Pulse
Type: Pulse
Standard fitted on: Viper

Posted: Thu Jan 08, 2009 11:35 pm
by wackyman465
I carry both an E-bomb and cascade missiles. No mines, though. Give him a chance to run away, avoid collateral damage. Works great against cruisers! I never use the E-bomb as a "panic button", or as a weapon at all, because the stuff that makes my IC and I panic is too nasty to waste time reaching for an E-bomb, and would probably ride one out anyway.

Posted: Fri Jan 09, 2009 4:36 am
by Cmdr Wyvern
The ship, a custom painted Dragon M, the Lady Tiomat.

Typical loadout:
Foreward military laser
Aft, top, and bottom plasma turrets (standard fitting)
Military shields
Cloak
ECM
Injectors
Energy bomb
Naval energy unit
Full loadout (12) of hardheads and/or military missiles, or one droptank plus 11 military missiles, depending on RH mission specs or anarchy system bounty hunting.

As a career bounty hunter, I only engage pirates, and always attempt to force the criminal pilot to eject so I can capture his escape pod. Salvage from his destroyed ship is just gravy, of which everything but high value cargo is ejected.