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Posted: Tue Aug 08, 2006 9:02 pm
by Arexack_Heretic
Having the number of defence_ships at 20 will cause the Deathburg to launch wings of fighters I think.
Were multiple dockingports already available in v1.65 RC?
Posted: Tue Aug 08, 2006 9:07 pm
by LittleBear
I was really planning to play it by ear. Keep giving the station more defence ships / make the defence ships weaker / add more rebels until I find a balance that seems hard but not impossible. This is the way I've playtested the other battles in the OXP. And bear in mind, there will be no Q-mining or Energy bombing here, or you'll take out the rebel allinece and fail the mission!
If giving the Deathburger a lot of Deafenceships causes a problem, I can always compensate by adding more Defenceships to the area with addshipswithinradius:
Posted: Wed Aug 09, 2006 8:53 am
by Arexack_Heretic
to reply to the mission difficulty:
the deathburg corridor to the singularity generator is 80-100m wide.
So one needs to fly a smaller ship than a cobraMk3 (a fighter) into the 'burg to detonate it.
you may want to considder that when testing survivability.
Posted: Wed Aug 09, 2006 9:10 am
by LittleBear
Wow. Have you done it so that the outside cannot be destroyed and you really do have to "manuouver straight down this trench and skim the surface to this point..."?
Only problem with making the corridor so small, it that virtually all players will have a powerfull ship by this point. Having to sell your ship and buy an Eagle or somthing to fit into the Deathburger and complete the mission? I like it, but I can see it annoying a lot of players.
I'll probabley leave the rebels in cobras. That way it will be up to the player to destroy the Deathburger.
Giving both the rebels and Dictatorship powerfull ships, whilst the player has to dodge between them in a tiny fighter will present quite an challege and a more interesting challenge than just throwing uber ships at the player. Like it
(Trades in imperial courier and buys an Eagle...)
Edit : looked at Wolfwood's ship stats list:
http://www.susimetsa.net/funstuff/oolite/
The cobra range are about they only ships that woudn't fit. The Imp. would fit!
Posted: Wed Aug 09, 2006 9:37 am
by Wolfwood
LittleBear wrote:Having to sell your ship and buy an Eagle or somthing to fit into the Deathburger and complete the mission? I like it, but I can see it annoying a lot of players.
I had an idea for a mission myself at some point that would have required the player being given a smaller craft for a special part of the mission. But since there's no way to "store" the previous ship and give it back to the player after the mission, I had to ditch that plan... I agree that losing a fully-equipped ship might annoy some players too much for them to trouble with such a mission.
Posted: Wed Aug 09, 2006 9:50 am
by Arexack_Heretic
Buy the racing adder!
It'scool and zippy, a real underdog.
I haven't coded anything yet...just busy on the model.
I want a new method from Giles: "sendAIMessageToTarget",
so that when the generator is destroyed, it can set off detonations in subentities, which will set off detonations in other subentities and eventually detonate the entire station.
(the player needs time to get clear no? and it should look cool)
The final detonation of the main-entity will be a QuiriumCascade...with the outer shell subunits still there to propagate the detonation further.
The model consists of lots of subentities and as the 'project-name' suggests it is mainly two halves with a trench at the equator.
The internal corridors are all in the equatorial plane.
Also.
At first I wanted it to rotate (slowly!), to increase difficulty of navigating inside, but it may look unrealistic and I may need to include objects other than subentities for the internal scaffolding.. :/
Posted: Wed Aug 09, 2006 9:56 am
by LittleBear
This is an assassination though, so if I make the payment big enough, you can re-buy your prefered ship once you have completed the mission. You would lose your cloaking device, but I could have the final hit on the Dictator spawn a cloaking device by his death actions so you get it back quite soon.
I've changed the planetinfo a lot, so I could Eszausve a tech 15 allowing you to re-equip with the Naval Energy Unit. It would make sense to have the Dictatorship a high tech place (normaly 12) as they build the Deathburger.
Posted: Wed Aug 09, 2006 10:11 am
by Arexack_Heretic
I thought the cloacking device was transferred to each new ship you bought?
Or buyable at tech 13 once mission was completed.
Posted: Wed Aug 09, 2006 10:39 am
by aegidian
Arexack_Heretic wrote:I thought the cloacking device was transferred to each new ship you bought?
Or buyable at tech 13 once mission was completed.
Yes and No. Transferable (as of v1.65) but not buyable (without someone doing that in an OXP).
Posted: Wed Aug 09, 2006 11:12 am
by Arexack_Heretic
Could add it to the weaponsoxp just submitted.
buyable at only one planet in galaxy 8, IF Asp-mission completed.
Posted: Wed Aug 09, 2006 12:12 pm
by LittleBear
The Gas Giant Hades joins Aqua:-
I have been adding planets by trial and error and looking at Diso.oxp.
I'd like to put a "hotel" (an isoheadran station) near each of the Giants.
The Co-Ordinates of the Blue Giant are:-
7000000 8000000 25650000. It has a radius of 240000.
If I use addshipsprecisly add, what units do I use and what numbers to put the station about 10km from the Giant?
Posted: Wed Aug 09, 2006 12:16 pm
by ovvldc
LittleBear wrote:PS: The DeathStar only appears once (and is attcking the moon where the rebels are based).
The planets are permanent feature of this system. This is the system where the Death Star battle just happens to take place.
At other times it is a system with it own features. One of the things the OXP does, is change the systems over time depending upon the player's actions. At the start of the OXP, it is a thrithing system. Of course at the time of the Deathstar battle it is a wreack! Perhaps they can rebuild if you are sucessfull....
Well then, why would the rebels put a base in a well-known systems then? No seriously, do your thing...
BTW, it would be nice to have some wreckage permanently floating around in orbit after the mission. That way, you can fly there and see that the universe changed after your epic battle.
Wondering though: flying down the corridor in SW was mostly hazardous because of the fighter coming from behind. I don't suppose that is something worth programming. If anything, the corridor is now so narrow that there isn't any space to dodge. Although this would be a good cause to install an aft-facing laser
.
Best wishes,
Oscar
Posted: Wed Aug 09, 2006 12:22 pm
by LittleBear
If Ramon makes his Defence ships 80 meters or so accross, they they will be able to follow you down the "trench" but the rebels in their big Cobras will be too big to help the player out.
You have to get to the Deathburger too before you can attack it. They'll be pleanty of Ramon Defence ships in the way, to make this hazardous!
The rebel base is here as they need to be close to the Dictatorship. Perhaps they thought the Dictator wouldn't look on his own doorstep.
Wreackage is easy to add as the standard game contains wreackage. I can do a addshipswithinradius wreackage 100 to create a debries field where the Deathburger used to be.
Posted: Wed Aug 09, 2006 1:14 pm
by Arexack_Heretic
I'll give some subenties the role 'wreckage' as well then.
Didn't know wreckage was in-game.
Posted: Wed Aug 09, 2006 1:17 pm
by LittleBear
Havent checked the shipdata yet, but occasionally my target system has locked onto wreackage from a destroyed ship. I think it blows up quite quicky through, so may have to use metal fragments for a permenant debries field.
Oh hang on. I have your cago oxp and fuelpod oxp installed. The wreackage might be coming from there.