
but im wondering, should the thargoid hunter be a thargoid ship hunting police, or a police ship hunting thargoids?
Moderators: winston, another_commander
It could be a bounty hunter specialising in hunting Thargoids, along the lines of Abslom Daak, Dalek Killer ... Really dangerous pirates, if captured, could be sentenced to become Hunters: sealed permanently into the ships, wired directly into the controls, and under severe neurological compulsions. Maybe there's a chance of a reprieve, if they reach a certain kill score. To date, the Hunter parole board has never met ...Staer9 wrote:im wondering, should the thargoid hunter be a thargoid ship hunting police, or a police ship hunting thargoids?
I was assuming you meant a ship that was hunting Thargoids, not a Thargoid ship hunting others (that's what they do anyway, but we don't yet have a dedicated anti-Thargoid ship).Staer9 wrote:but im wondering, should the thargoid hunter be a thargoid ship hunting police, or a police ship hunting thargoids?
I can answer that one: Oolite doesn't borrow the aspect because it is not really actual multiple lasers, but multiple beams drawn so that they converge at one center point. It is still one laser, drawn in a different way. Plus, the older versions had it completely wrong, as all NPC ships' lasers were drawn single line, with only the player's lasers drawn in multi, which looks odd at best.Staer9 wrote:@ Commander Mclane, I am pretty sure that in elite the ship had multiple lasers (from front view there was clearly two) so I am wondering why oolite didn't borrow that aspect of the game (although it made no difference to the damage the lasers did)
I can put something together, sure. It would help if you could let me know a bit about the ship's behaviour, and whether or not it's available to the player (currently, I'd imagine not: unless there was something the player could do to get sentenced to be a Hunter). I could also use some details about its physical appearance, i.e. has it been developed using captured Thargoid technology, perhaps? I've heard rumours about the things people have found inside those so-called Thargon "robot fighters" that would turn your teeth snow-white ... Also, when do they appear, are they limited to specific system types, or to witchspace, how common are they ... etc.Staer9 wrote:@ Disembodied, I really like that idea, do you think you could develop it enough for this ships wiki page?
Having recently fired up my C64 and waited for Elite to load, just to make sure it did - I can confirm that this is true and I always thought it was unfair even back in my teens that I had two lasers and everything else - had one (even the Krait which I assumed had a laser on each spike, but never did...)another_commander wrote:I can answer that one: Oolite doesn't borrow the aspect because it is not really actual multiple lasers, but multiple beams drawn so that they converge at one center point. It is still one laser, drawn in a different way. Plus, the older versions had it completely wrong, as all NPC ships' lasers were drawn single line, with only the player's lasers drawn in multi, which looks odd at best.Staer9 wrote:@ Commander Mclane, I am pretty sure that in elite the ship had multiple lasers (from front view there was clearly two) so I am wondering why oolite didn't borrow that aspect of the game (although it made no difference to the damage the lasers did)
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
We do - the Raptor in TCAT.oxpCommander McLane wrote:I was assuming you meant a ship that was hunting Thargoids, not a Thargoid ship hunting others (that's what they do anyway, but we don't yet have a dedicated anti-Thargoid ship).
Ah, yes, it has indeed gone a bit off-topic, even for this board's standards. Split.DaddyHoggy wrote:BTW, can we break out the laser discussion and leave just the show and tell aspect of this thread - there's more off thread than on it at the moment... (and decoyed before the end of the first page!)
by giving it a custom AI that lets it only care about ThargoidsStaer9 wrote:and how then can I get this ship to only attack thargoids
I don't think that would be strictly necessary. After all the pilot would be hunting for Thargoids, even if right in that moment there aren't any nearby.Staer9 wrote:and to only appear when they do?
But keep in mind that this may be very unhelpful to other OXPs that might script misjumps and place Thargoids in interstellar space as part of a mission segment.Commander McLane wrote:
But if you want it to appear only together with Thargoids, one easy and guaranteed way is to have it appear only in interstellar space. Make a small script that adds one or a couple of the ships whenever the player has a misjump.
Some of that just doesn't seem to wash, IMO. Firstly, since the current single laser actually only fires to the center of the screen (otherwise we couldn't have a targeting reticle?) there's no reason why two lasers couldn't do the same, much like in Elite. A hit would still be determined by "was the target correctly positioned in the reticle". So far as a multiple laser resulting in at least one of the beams being wasted, do we currently see that being applied to NPC ships with multiple lasers? Not that I've noticed. They seem to manage pretty well most days. LOL To be honest, I don't know why NPC ships are allowed multiple lasers either. It's one of the things about the game that just doesn't make sense to me.Commander McLane wrote:
Multiple lasers are not necessarily an advantage. For starters, they all shoot strictly forward, absolutely parallel to each other. Their beams do not merge. Thus, if you have let's say three forward pointing lasers in a wide angle and fire at a relatively small ship, most of the time only one of your three lasers will actually hit. If you're lucky and the ship is broader than the distance between two of your lasers, you have the chance of two lasers simultaneously, but I guess that's a rare luck. In other words: at least the fire of one laser, and in most cases the fire of the majority of your lasers is completely wasted.
I have to disagree there as well, not because I disagree with the logic regarding the physics of cooling in space, but because I think that the overheating effect could be great for gameplay! Even if we assume that 2 or 3 or however many lasers actually are allowed to do multiple damage (which is assuming it's not purely an eye-candy effect), they would overheat so fast that it would require the player to use very careful controlled bursts if they elected to use them. Also, if we're being logical and using a bit of physics here, it's not actually possible to cool things even 1/3 as efficiently if you have three heat sources. Not in real application, anyway. The heat has to be taken away to keep it from wrecking the laser. That's going to be a big burst of heat and whatever "critical temp" is, logically it might be reached a bit *sooner* than half as long or one third as long or whatever.And this is where the second disadvantage kicks in: overheating. All lasers pointing in one direction would be connected to the same, unaltered cooling system. So again, if you have three forward pointing lasers, the laser heat would increase at triple the usual amount, and the lasers would overheat three times as fast.