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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Terrain  (Read 66749 times)

Alex

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Re: Terrain
« Reply #135 on: June 02, 2015, 02:46:54 PM »

(This is getting a bit off topic. But, re: more ships - maybe a couple here and there, but I *don't* want to have a bunch of ships with only slight differences. There are some roles that need filling, still, so I'd like to take care of that eventually. Further, it'll be much easier to add more ships later rather than sooner, as adding more ships makes things harder to maintain and adjust. As a quick example: changing the OP cost of a weapon requires going through all the variants and adjusting them slightly. Increasing the number of ships would increase the hassle factor of that, and this sort of thing happens across the board and can really add up.)
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doofball13

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Re: Terrain
« Reply #136 on: June 02, 2015, 10:51:33 PM »

So, all this is awesome so far, but I have a big (probably dumb) question:

Is terrain dynamic or static from a modder's perspective? Can new terrain types be dropped into areas of the campaign map based on events/player choice?

Like going back to the "battle graveyards" idea: Would it be possible at some point, through modding or in the vanilla game, to have the player follow a Hegemony Patrol engaging Pirates, with the plan of scavenging and sifting through a battle graveyard terrain placed there after the fight?
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Sproginator

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Re: Terrain
« Reply #137 on: June 03, 2015, 10:25:57 AM »

(This is getting a bit off topic. But, re: more ships - maybe a couple here and there, but I *don't* want to have a bunch of ships with only slight differences. There are some roles that need filling, still, so I'd like to take care of that eventually. Further, it'll be much easier to add more ships later rather than sooner, as adding more ships makes things harder to maintain and adjust. As a quick example: changing the OP cost of a weapon requires going through all the variants and adjusting them slightly. Increasing the number of ships would increase the hassle factor of that, and this sort of thing happens across the board and can really add up.)

Fair point! :)
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Alex

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Re: Terrain
« Reply #138 on: June 03, 2015, 11:02:06 AM »

Is terrain dynamic or static from a modder's perspective? Can new terrain types be dropped into areas of the campaign map based on events/player choice?

I think I replied to a similar question a couple pages back, but to sum it up: dynamic & totally modable.
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Sproginator

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Re: Terrain
« Reply #139 on: June 03, 2015, 01:01:45 PM »

Is terrain dynamic or static from a modder's perspective? Can new terrain types be dropped into areas of the campaign map based on events/player choice?

I think I replied to a similar question a couple pages back, but to sum it up: dynamic & totally modable.

HYPE
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A person who's never made a mistake, never tried anything new
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Sproginator

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Re: Terrain
« Reply #140 on: June 03, 2015, 01:02:49 PM »

By that logic then, Would i be able to make a star system explode if certain criteria were met? Causing a massive shockwave incinerating whole fleets/planets/stations and launching those just outside of the wave into a seperate system? :D
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A person who's never made a mistake, never tried anything new
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SafariJohn

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Re: Terrain
« Reply #141 on: June 03, 2015, 03:45:01 PM »

Taking the "star system explode" part of Sproginator's post, perhaps some sort of stylized exploding-star type system would be cool. A corona-like effect over most of the system with maybe a pirate base hiding in the shadow of a burning planet.
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Thaago

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Re: Terrain
« Reply #142 on: June 03, 2015, 05:53:24 PM »

Taking the "star system explode" part of Sproginator's post, perhaps some sort of stylized exploding-star type system would be cool. A corona-like effect over most of the system with maybe a pirate base hiding in the shadow of a burning planet.

Oooh, that sounds really fun. I'm imagining that there's a gas giant you can use to exit hyperspace, but it only falls into a "safe" zone behind another planet every so often. To jump down at other times is death! (Ok, maybe that wouldn't work for a frequently used pirate station, but it would be pretty neat for a treasure trove of some sort).
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orost

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Re: Terrain
« Reply #143 on: June 03, 2015, 06:28:56 PM »

Reminds me of something I think I read in a Star Wars novel a long time ago: a mining operation on the dark side of a tidally-locked planet in orbit of a very violent star, accessible only with escort from special umbrella-like ships designed to be immune to the radiation and to hide other ships in their shadow. I'm not sure how any of that could work mechanically in SS, but thematically it's perfection.
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Alex

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Re: Terrain
« Reply #144 on: June 03, 2015, 06:56:47 PM »

By that logic then, Would i be able to make a star system explode if certain criteria were met? Causing a massive shockwave incinerating whole fleets/planets/stations and launching those just outside of the wave into a seperate system? :D

I don't see why not.



(I'm really liking the sound of all the other stuff - shadows and all that.)
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SafariJohn

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Re: Terrain
« Reply #145 on: June 03, 2015, 07:07:04 PM »

Oooh, that sounds really fun. I'm imagining that there's a gas giant you can use to exit hyperspace, but it only falls into a "safe" zone behind another planet every so often. To jump down at other times is death! (Ok, maybe that wouldn't work for a frequently used pirate station, but it would be pretty neat for a treasure trove of some sort).

There has to be a jump point or you can't leave.

But imagine running out of fuel near such a system: you fall in on top of the sun with no cover from its deadly rays.

Hey Alex, will we get any way to control which side of a planet/star we jump in on? I'm sure any skilled navigator dropping in on a star would try to come out on a particular heading. Perhaps the existing fleet direction indicator would be suitable: if it's pointing towards the bottom of the screen you drop in on the "bottom" side of the planet/star.
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Alex

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Re: Terrain
« Reply #146 on: June 03, 2015, 07:08:59 PM »

Hey Alex, will we get any way to control which side of a planet/star we jump in on? I'm sure any skilled navigator dropping in on a star would try to come out on a particular heading. Perhaps the existing fleet direction indicator would be suitable: if it's pointing towards the bottom of the screen you drop in on the "bottom" side of the planet/star.

Maybe? If it becomes relevant/necessary, I don't see why not. But since the stuff that makes it so is currently a bit hypothetical... :)
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Sproginator

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Re: Terrain
« Reply #147 on: June 04, 2015, 01:36:17 PM »

Taking the "star system explode" part of Sproginator's post, perhaps some sort of stylized exploding-star type system would be cool. A corona-like effect over most of the system with maybe a pirate base hiding in the shadow of a burning planet.

Oooh, that sounds really fun. I'm imagining that there's a gas giant you can use to exit hyperspace, but it only falls into a "safe" zone behind another planet every so often. To jump down at other times is death! (Ok, maybe that wouldn't work for a frequently used pirate station, but it would be pretty neat for a treasure trove of some sort).

That sounds fun :D
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A person who's never made a mistake, never tried anything new
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Madao

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Re: Terrain
« Reply #148 on: July 15, 2015, 06:37:52 AM »

Hmmmm... Rrrrg....

Can't hold it in.. forgive me..


HYPE!  ;D

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SafariJohn

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Re: Terrain
« Reply #149 on: August 17, 2015, 07:30:12 PM »

How about an option for a fleet to just plow right through an asteroid field, ignoring the speed penalty but taking damage/CR loss instead, so that a larger ship can chase down a smaller one... the quetion being, is it worth it?

I didn't think this through (I can't, really, with no idea how the new campaign plays out in practice), it just seems cool.

That sounds like it'd be more the domain of an active ability, but I'm not sure this'd be useful enough to actually warrant a dedicated ability. Could be part of another ability, perhaps? Something like "red alert" etc.

I just noticed this post and reply. Wouldn't the Emergency Burn ability be a perfect spot to fold this effect in? Removes the speed penalties of asteroid fields, but increases the negative CR effect of Emergency Burn. Star Wars has a couple of perfect examples of what happens.

https://www.youtube.com/watch?feature=player_embedded&v=KvJDItC6tE0

Unfortunately I can't find a video of the other scene I was thinking about. It's where the captain of a Star Destroyer is being conversed with via hologram, with said SD visible out the bridge windows, as the Imperials pursue someone (Millennium Falcon I think) through an asteroid field. The guy in the hologram turns in horror, then the SD's bridge gets hit by an asteroid and the connection for the hologram is lost.
« Last Edit: August 17, 2015, 07:33:08 PM by HartLord »
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