Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: [1] 2

Author Topic: New variables for beam weapons  (Read 8667 times)

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
New variables for beam weapons
« on: July 10, 2012, 02:21:01 AM »

So, I had an idea of some weapons to make, but, due to limited modding control, I don't believe it to be possible:
The plasmetic bubble generator:
When you pressed a key, the generator would begin charging and, when full of flux and a key is pressed again, a massive AoE energy wave is released

Now, as of this version of the game, I think that different shaped lasers and bursts are available, so, I suggest that we have the ability to decide whether we want the basic beam shape(a rectangle) or if we wish to add vertices, or if we wish for it to produce a circular blast, originating from a set location on the weapon, these blasts would also be able to have variables in place to control the following:

Decay of the damage in corrospandance to the distance it has traveled, whether it grows/shrinks while traveling, and, if so, by what rate( for instance growth of width at 1 pixel a second) and how long the weapon must charge for before being able to fire, or before reaching full charge and waiting to be fired( this would allow you to fire the weapon at low charge, causing lower damage, maybe only allowing you to fire when charge level goes past a set point.
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

PCCL

  • Admiral
  • *****
  • Posts: 2016
  • still gunnyfreak
    • View Profile
Re: New variables for beam weapons
« Reply #1 on: July 10, 2012, 10:42:25 AM »

seems like too much to add for too little benefits... (unless alex would add something that would use this mechanic anyways, which I don't think would be in the next little while)
Logged
mmm.... tartiflette

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: New variables for beam weapons
« Reply #2 on: July 10, 2012, 04:08:13 PM »

seems like too much to add for too little benefits... (unless alex would add something that would use this mechanic anyways, which I don't think would be in the next little while)
I see what you mean :/
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

theSONY

  • Admiral
  • *****
  • Posts: 673
  • Not a single Flux given
    • View Profile
Re: New variables for beam weapons
« Reply #3 on: July 10, 2012, 04:15:50 PM »

well you can alredy build up dmg to enerdy wepons so i don't see a point in that.
Even IF then what's with balistic or missle's  wep ?
Logged
-the ABOMINATION - in progress

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: New variables for beam weapons
« Reply #4 on: July 10, 2012, 04:16:52 PM »

well you can alredy build up dmg to enerdy wepons so i don't see a point in that.
Even IF then what's with balistic or missle's  wep ?
What do you mean?
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: New variables for beam weapons
« Reply #5 on: July 12, 2012, 12:34:04 PM »

Means probably flux buildup, i think
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: New variables for beam weapons
« Reply #6 on: July 12, 2012, 03:31:46 PM »

Means probably flux buildup, i think
As in greater flux = greater damage yes? Well if that is what he means, I don't think that is quite sufficient of a feature currently, there isn't enough gained in comparison to the risk
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

sini002

  • Captain
  • ****
  • Posts: 394
    • View Profile
Re: New variables for beam weapons
« Reply #7 on: July 12, 2012, 04:23:10 PM »

Won't it be something like an e.m.p blast that do damage and disable weapons at the same time ?
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: New variables for beam weapons
« Reply #8 on: July 12, 2012, 05:25:18 PM »

Won't it be something like an e.m.p blast that do damage and disable weapons at the same time ?
From what I can understand, an emp blast simply wipes out all electronic devices within a set radius
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

sini002

  • Captain
  • ****
  • Posts: 394
    • View Profile
Re: New variables for beam weapons
« Reply #9 on: July 12, 2012, 05:40:59 PM »

[quote au thor=sini002 link=topic=3396.msg51801#msg51801 date=1342135390]
Won't it be something like an e.m.p blast that do damage and disable weapons at the same time ?
From what I can understand, an emp blast simply wipes out all electronic devices within a set radius
[/quote]
Yes and will at least with the real effects burn the circuits so they will need to be destroyed until they are changed, but if it had these effects in game it might be a bit op if added.
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: New variables for beam weapons
« Reply #10 on: July 12, 2012, 11:54:32 PM »

[quote au thor=sini002 link=topic=3396.msg51801#msg51801 date=1342135390]
Won't it be something like an e.m.p blast that do damage and disable weapons at the same time ?
From what I can understand, an emp blast simply wipes out all electronic devices within a set radius
Yes and will at least with the real effects burn the circuits so they will need to be destroyed until they are changed, but if it had these effects in game it might be a bit op if added.
[/quote]
Indeed
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

sini002

  • Captain
  • ****
  • Posts: 394
    • View Profile
Re: New variables for beam weapons
« Reply #11 on: July 13, 2012, 01:15:28 AM »

if there somehow was possible to make these weapons it might be possible to have a heat wave or a supersonic wave with that the heat just does normal damage and melts stuff, and the supersonic wave can kill crew or something....
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: New variables for beam weapons
« Reply #12 on: July 13, 2012, 01:16:42 AM »

if there somehow was possible to make these weapons it might be possible to have a heat wave or a supersonic wave with that the heat just does normal damage and melts stuff, and the supersonic wave can kill crew or something....
USB, as it is now, you can't have much variety in beam weapons yet :/
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

sini002

  • Captain
  • ****
  • Posts: 394
    • View Profile
Re: New variables for beam weapons
« Reply #13 on: July 13, 2012, 01:31:23 AM »

if there somehow was possible to make these weapons it might be possible to have a heat wave or a supersonic wave with that the heat just does normal damage and melts stuff, and the supersonic wave can kill crew or something....
USB, as it is now, you can't have much variety in beam weapons yet :/

too bad really :/ I'd imagine that it would be possible to make many awsome weapons if it was possible
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: New variables for beam weapons
« Reply #14 on: July 13, 2012, 01:54:16 AM »

if there somehow was possible to make these weapons it might be possible to have a heat wave or a supersonic wave with that the heat just does normal damage and melts stuff, and the supersonic wave can kill crew or something....
USB, as it is now, you can't have much variety in beam weapons yet :/

too bad really :/ I'd imagine that it would be possible to make many awsome weapons if it was possible
Yep, ignore USB, my phone is ***
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)
Pages: [1] 2