Changes to player speeds?

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19 years 1 month ago #12601 by Qlippoth
Replied by Qlippoth on topic Changes to player speeds?
I believe that there are only three thruster values, one for each axis (forward/back, left/right, up/down. Unless you found a way around it... If you did you have to share!

I agree with GrampaTrout, in all my testing the player HAD to have a slight thruster power advantage. It didn't have to be much, but you needed it to close with your target. In Buda 5 the ships are so small that you couldn't close to hit accurately if you had no way of closing the gap tighter than the AI wanted to let you get.

I was also going to ask about ship speeds. Do we want to offer a method for upgrading a players ship engines for better output? I can have several versions of a given player ship hull, we swap out hulls or something. I think there's also the CPU upgrades I mentioned in email.

How are all the player ship functions going to work? We have the original 5 ship slots (one being an escape pod)?

- Qlippoth

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19 years 1 month ago #12606 by cambragol
Replied by cambragol on topic Changes to player speeds?
You are completely right Qlippoth. I looked back over what I did and now I remember that I was flipping my ship around just for the sake of 'pretending' that I didn't have super powerful forward thrusters. Needless to say it has been some time since I actually played my modification.

It would be nice to have upgrades for engines. We could start the player out with torturously slow engines to make upgrades both desirable and noticeable in their effect.

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19 years 1 month ago #12613 by Qlippoth
Replied by Qlippoth on topic Changes to player speeds?
My initial thoughts were to have the low end good for the basic use of a ship. Combat ships should be combat worthy, but additional engine power would be desirable for the player to stay alive and get any edge they can for combat (whether for piracy or escort).

If I recall (way back on iFleet), I don't think we can easily replace the ships in their berth slots. You can only make them available or take them away. I keep forgetting (unless I'm wrong about that), which is why the CPU mods for players would be the ticket. They boost thruster performance from 1.0-1.5 (CPU 1-5)?

That's probably enough. Maybe a name change would make it a little more obvious? Power management? Engine Augmentation? Engine Mark 1 - 5?

Perhaps there might be a way around it, but that would require research we don't have time for, at least on this release. We don't want to get bogged down and kill this project, again, by doing this. Let's try to keep it on the current release... (I shouldn't be encouraging this, I'm supposed to be helping.) [:I]

[EDIT: I keep typing my name (-Qlippoth), not being used to a real sig...]

- Qlippoth

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19 years 1 month ago #12615 by cambragol
Replied by cambragol on topic Changes to player speeds?
Hey, you should center your sig like GrandpaTrout and me...or are you just trying to be different? :p

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19 years 1 month ago #12616 by GrandpaTrout
Right, the hulls are very hard to change. Or, should I say, impossible to do from inside the game.

There are thrusters that can be added to the player ship to increase speed. Check out the pursuit drive (I think it is called for an example.) It only applies to the player ship.



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19 years 1 month ago #12624 by Qlippoth
Replied by Qlippoth on topic Changes to player speeds?
CPU, pursuit drive, etc all change the output for maneuvering...

I did my sig pic to match my sig name... I guess I could change it, use some spiffy ascii...

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