Low end mines?

An area for discussing new ideas and additions to Oolite.

Moderators: another_commander, winston

neilplus
Competent
Competent
Posts: 59
Joined: Tue Nov 22, 2005 7:01 pm
Location: Germany

Low end mines?

Post by neilplus »

At the moment, we have missiles (30cr), ECM hardened missiles (350cr) and Q-bombs (2500cr).

How about having things in between? For example:

Type II Missile: 100cr - like a missile, but only has a 50% chance of being ECMed.

Nuclear Mine: 500cr - does the same damage as a Q-bomb to whatever it touches. Only has half the blast radius, and no quirium cascade chain reaction.

Fusion Mine: 1000cr - does the same damage as a Q-bomb to whatever it touches. Has the same blast radius, but no quirium cascade chain reaction.

It would be nice to have something I could use to blast the Thargoids next to me without taking out the Behemoth 20 km away :)
ovvldc
---- E L I T E ----
---- E L I T E ----
Posts: 344
Joined: Sat Apr 02, 2005 9:32 am
Location: Netherlands

Re: Low end mines?

Post by ovvldc »

neilplus wrote:
At the moment, we have missiles (30cr), ECM hardened missiles (350cr) and Q-bombs (2500cr).
Energy Bomb?
User avatar
lucabu
Competent
Competent
Posts: 62
Joined: Mon Jul 03, 2006 11:35 am
Location: Italy, Galaxy 3

Post by lucabu »

Energy bomb is difficult to manage if you want to keep friendly ships safe. It destroys EVERYTHING (well... almost :wink: ) within the blast range.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

QC mines-lite....a contradiction.

You do realise that the only things that differentiates a Q-bomb from a missile are:
- a five second delayed detonation
- no intercept capability
- it has the cascade effect

Take away the cascade and you have a missile without a rocketengine.

Normal missiles are the low-budget ammonitions for your pylons at the moment, at the price of a tun of liquor they are dirt cheap.

Keep bringing up ideas though.
I have been wanting to do a weapons expansion oxp.
And Giles is working on new weapons too, including a rocketlauncher.

I have a question for Giles in this subject:
Can ships be limited to the type of missiles they can carry?
(NB it would be fun to build a rocket ship, carrying only dumb missiles, but if it would have ECm missiles onboard, the balance is way off!)
Riding the Rocket!
User avatar
Cmdr. Wombat
Deadly
Deadly
Posts: 150
Joined: Mon Jan 31, 2005 6:08 pm
Location: Kentucky

Post by Cmdr. Wombat »

Arexack_Heretic wrote:
I have a question for Giles in this subject:
Can ships be limited to the type of missiles they can carry?
(NB it would be fun to build a rocket ship, carrying only dumb missiles, but if it would have ECm missiles onboard, the balance is way off!)
One problem with a rocket ship is that it can be taken out by its own missiles if you're quick with the ECM. I once tried to turn the Ixian Battlecruiser into a rocket ship and had that problem. It's only feasible right now if the rocket ship is loaded with just ECM-hardened ordinance.
It is generally inadvisable to eject over the target you just bombed.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

DUMB missiles would be invulnerable to ECM and fly only in a straight line(torpedoes/rockets), or have minimal tracking ability. (a slow turn or delayed intercept script)
Riding the Rocket!
User avatar
Cmdr. Wombat
Deadly
Deadly
Posts: 150
Joined: Mon Jan 31, 2005 6:08 pm
Location: Kentucky

Post by Cmdr. Wombat »

Arexack_Heretic wrote:
DUMB missiles would be invulnerable to ECM and fly only in a straight line(torpedoes/rockets), or have minimal tracking ability. (a slow turn or delayed intercept script)
That would make for interesting broadside battles. Or they could be used for planet/station bombardment platforms. I see what you're getting at now.
It is generally inadvisable to eject over the target you just bombed.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

We'll just have to wait untill G comes out with the new hardware.

't Would be a pitty if hard work would go to waste.
:?
Riding the Rocket!
neilplus
Competent
Competent
Posts: 59
Joined: Tue Nov 22, 2005 7:01 pm
Location: Germany

Post by neilplus »

Arexack_Heretic wrote:
QC mines-lite....a contradiction.

You do realise that the only things that differentiates a Q-bomb from a missile are:
- a five second delayed detonation
- no intercept capability
- it has the cascade effect

Take away the cascade and you have a missile without a rocketengine.

True, to a certain extent, but my Wolf Mk. II with all the mod. cons. survives a hit from an ECM-hardened missile. It doesn't survive the mistakenly-launched Q-bomb (hearken to the voice of experience :)), cascade or not.

My suggestion is that we have something that would still kill the fully-equipped Wolf, but not have such potential for friendly-fire problems. Perhaps people might prefer a 1000cr ECM-Hardened Nuclear Missile - guaranteed to kill anything - but I felt that making it a low-end mine would introduce a penalty on ease of use, to compensate for the amazing-but-controllable destructiveness.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

Easy :

just change the "becomeEnergyBlast" in the timebombAI to

"setDesiredRange: 250, dealEnergyDamageWithinDesiredRange, becomeExplosion"

Copy the QC-mine entry in the shipdata.plist.
Change the name, weaponEnergy

Add an entry into the Equipment.plist


Done

edit:
Don't forget to add the EQ to the shipyard.plist


:wink:
Riding the Rocket!
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

Done!


A quick and dirty hack, as an example how to do these things.

Go to Oosat_two/equipment and get the surplus-weapons-oxp-hack.

:D


edit:
:oops:
Didn't bother to test it, so Murgh tells me today that buying the weapons causes a hardcrash. As there is no excessively on-the-edge coding here, I suspect a typo. *sigh*
Riding the Rocket!
neilplus
Competent
Competent
Posts: 59
Joined: Tue Nov 22, 2005 7:01 pm
Location: Germany

Post by neilplus »

Wow. The speed at which you people respond never ceases to amaze me!
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

Adding missiles is fine

but adding a QC-bomb role equipment is not working as should be.

working on it.


Ah and: NEW! Torpedo MkI lite. The 'civilian lite edition of the ordnance used by the navy. It works like a dream...may have to degrade the maneuvrability somewhat.
Riding the Rocket!
User avatar
Murgh
---- E L I T E ----
---- E L I T E ----
Posts: 454
Joined: Fri Sep 03, 2004 6:19 am
Location: Terra Firma

Post by Murgh »

wonder if its possible 'from the outside' to add various small custom HUD icons for the different pylon weapons..
The man next to you is your lunch
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

And then it didnt work anymore. :(
Riding the Rocket!
Post Reply