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April 7th, 2005, 04:18 AM
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Corporal
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Join Date: May 2003
Location: South Karelia, Finland
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The People\'s Mod: Ideas
Ok, I just got a bunch of crazy ideas and I'd like to ask general opinion before starting adding any of them to the mod.
So here it goes.
1. Large ships (carriers, battleships and above) would only be purchaseable at spacedocks. Not from planets. Cruiser and below could be purchased from planets. Good idea or not?
2. New SYS/CPU slot type for each ship as central processor where you could mount computer unit or something like that which would give certain bonuses and also the self-readout display. Would replace the internal sensors.
3. This I don't know if it's possible. We're aiming to have some civilian traffic in the mod meaning luxyry liners, passenger ships etc. Is is possible to make different levels of angrying someone of shooting down different kinds of ships? Like people will get really angry if you blow up their luxury liner full of people rather than if you blow up a ship carrying computer technology for example.
Well that's about that. What do you think?
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April 7th, 2005, 02:22 PM
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Colonel
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Join Date: Feb 2001
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Re: The People\'s Mod: Ideas
Cool Idea if you can make them work
Is it possable to board ships rather than blowing them up??
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Kill em all let God sort em out
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April 7th, 2005, 08:02 PM
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National Security Advisor
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Re: The People\'s Mod: Ideas
It is very difficult to get them to angry at you for blowing up ships at all, actually. The problem is the "ship died" events don't specificy WHAT killed the ship. So a pirate kills them and the system government gets pissed at you.
What you can do is give ships a specific component that always drops when they die. Then give that component an ID number and use Component Picked Up By Player Ship to trigger the status change.
This won't penalize the player for killing the target ship, but it will penalize him for looting it.
Another way that might work would be to use Ship Killed and Player Within Range of Space Obj. This will punish the player for being nearby when the ship dies..I'd use it only for high-value ships.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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April 8th, 2005, 05:27 PM
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Corporal
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Join Date: May 2003
Location: South Karelia, Finland
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Re: The People\'s Mod: Ideas
You know I didn't understand a thing you said. Well some, the "behaviour factors" aren't exactly my speciality.
I'm more familiar with map and ship files.
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April 8th, 2005, 08:37 PM
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National Security Advisor
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Re: The People\'s Mod: Ideas
It all uses events.txt. I used missions for a while, but the player can get around that by always having three missions going at a time (Very silly restriction..)
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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April 9th, 2005, 12:14 PM
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Corporal
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Join Date: May 2003
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Re: The People\'s Mod: Ideas
True. I guess I have to take a look at the events.txt though currently it isn't in the top of my list of priorities.
I have to fix the satellites and add them in various places. I was thinking of remaking the satellites as orbital/space weapon platforms so that they would be about 1/4 the size of the Terran Starbase from the stock game.
Oh, and is there anyone who wants to do weapon testing for TPM? Most of the weapons need balancing. Like the Dragon Federation Shard Cannon. It's just weak.
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April 9th, 2005, 01:05 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: The People\'s Mod: Ideas
Why not just calculate the damage per kt per second for your weapons?
Then you can easily find the bad ones.
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