Amaranth wrote:I wouldn't know whether these are possible, but how about the possibility to change your laser colour (purely cosmetic, with no other gameplay effects)
Good idea. Right now it's tied to the ship itself so different colors for different lasers, not really. But what if the color was tied to how hot(damaging) the lasers on a particular ship are? In Elite A they had different damage for a laser depending on what ship it was on. So a military laser on an adder sucks while a military laser on a Ferdelance kicks butt. Doing this as an addon for the core ships should be doable, might be worth a look later and would go well with what I'm making now.
Been a productive couple of days, have the menu options working well, have a good overall framework for the oxp done(mostly) and have just finished 4
virtual lasers just like the originals(and replace them) that work within this framework. There's provision built in for making the damaged version of the laser do anything you want really. Just like the normal
virtual versions you could alter the fire rate(0.1sec or slower, the range(12500,15000,30000), the damage(plus or minus),
extra heating(while trigger pulled), energy used(plus or minus), dual modes or switching, basically anything else you want to script in. If you want sound effects to play when or while the laser is damaged or a switch in capability happens then just script it at the provided spot for each laser in the main script. For custom weapons like the rail gun or the carebears
laser it should be no problem to have it
virtually take up a weapons mount and heat up and cut out like a normal laser and fire by the regular laser trigger/key. Turrets as equipment might fire only when you pull the trigger in that view and heat up. The R-Type weapon is also possible(the laser temp gauge would double as your weapon charge gauge, hold the trigger to charge, let go of the trigger to fire and otherwise shoot single small shots by pulling the trigger repeatedly). This would use either the original lasers or an external entity(s). I can see a lot of possibilities for this switching technique.
As I want to do some of the named weapons in Elite cannon(pardon the pun
) I'm starting with something called a "Hassoni-Kruger Burst Laser". It fires bursts of 3 shots with a range of 15000. Should have it do more damage than the original Military Laser per shot but have it heat up quicker too. It will be a Dogfighting laser with better potential at short range than the old military one, balances and tradeoffs will make it desireable for some players.
Being able to make this weapon work properly will be the test that will make or break this oxp. So far I have just the 3 shot bursts and the range and it is pretty cool!
Other lasers of note to do:
Hassoni-Variscan and Volt-Variscan lasers that can can tune themselves for different effects at different ranges.
Ingram Megablast Pulse Laser for medium range and higher yields for long dogfights where cool lasers are a must. If it's good enough for the boys in blue...
Hassoni HiRad Pulse Laser, low fire rate, long range, high energy use, lotta damage, good for sniping, particularily on a big Anaconda.
There will be some dual mode mining laser variants, one for defense(limited range) and few other drawbacks, and one for combat with good range but some other minor limits and drawbacks that will make life interesting. Looking forward to these.
These are just guidelines as only the practical result of the attempt will determine what the exact lasers will be. Practice before making the really cool custom weapons.
Anymore ideas on this custom weapon/laser stuff or other elite cannon weapon knowledge that might not be in the elite manual, please, share.