Fractal Softworks Forum
June 24, 2018, 02:23:48 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Pirate Bases, Raids, and Objectives (06/12/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: 1 ... 17 18 [19]
  Print  
Author Topic: [0.8.1a] Ship/Weapon Pack 1.7.1  (Read 106653 times)
Mr. Nobody
Commander
***
Posts: 160


View Profile
« Reply #270 on: June 05, 2018, 10:00:23 AM »

Except there is no easy way to do that with the way game engine works.
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?
Logged

On the left half of the Bell curve
Dark.Revenant
Admiral
*****
Posts: 2389



View Profile WWW Email
« Reply #271 on: June 05, 2018, 12:14:46 PM »

It's possible, but I just don't want to deal with the heavy scripting for a weapon barely anyone ever sees, let alone uses.  The Cathedral will eventually be replaced with something else anyway.
Logged

Tartiflette
Admiral
*****
Posts: 2371


Kickstarter is NOT a magic spring of free money!


View Profile Email
« Reply #272 on: June 05, 2018, 02:27:54 PM »

Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?
And then you get as much extra range as the distance from the gun to the faked hit since the spawned proj get the full weapon range.
Logged

 
Regularity
Lieutenant
**
Posts: 81


View Profile
« Reply #273 on: June 05, 2018, 03:01:55 PM »

Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?

Re-spawning the projectile seems like too complex of a solution. A more prudent one would be to make the weapon fire a burst (2-6 shots) of proportionately weaker shots, so even if random fighters or missiles are in the way, at least a portion of the damage gets through to its goal in the remaining projectiles. Though this may require tweaking the fire delay or projectile speed, depending on what the minimum time the game engine requires between shots, so the Redeemer can still hit moving targets as well as before. You may also have to convert it to flak (and quadruple the base damage, to offset flak's 25% damage against ships) so that it will always disintegrate fighters instead of leaving wrecks that still block other rounds in that burst.
Logged
Snrasha
Captain
****
Posts: 427



View Profile
« Reply #274 on: June 05, 2018, 03:08:17 PM »

Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?

Re-spawning the projectile seems like too complex of a solution. A more prudent one would be to make the weapon fire a burst (2-6 shots) of proportionately weaker shots, so even if random fighters or missiles are in the way, at least a portion of the damage gets through to its goal in the remaining projectiles. Though this may require tweaking the fire delay or projectile speed, depending on what the minimum time the game engine requires between shots, so the Redeemer can still hit moving targets as well as before. You may also have to convert it to flak (and quadruple the base damage, to offset flak's 25% damage against ships) so that it will always disintegrate fighters instead of leaving wrecks that still block other rounds in that burst.
Or you get just big flak who destroy every wings on the path of the redeemer ^^.
Logged

I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add Unique mission bounty on independant market/ Framework for modders for add their own bounty.

Artefact
Two weird faction.

Sanguinary Anarchistic Defectors A fan-mod of Shadowyard.
Pages: 1 ... 17 18 [19]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!