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LordHavoc

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Everything posted by LordHavoc

  1. Good design! I like the engine housing; just gives the ship a good 'solid' feeling
  2. It was just something i put together while i was at work, so didn't have my game handy to determine a good key. Autohotkey is an application and scripting language. You install it from their official site, and then you create script files (they're .txt files, but the extension is .ahk) The program has lots of things you can do with it.
  3. Does anyone know if there are benefits to the different number of barrels a turret has? I've sometimes observed the double turret firing 2 projectiles at a time. But I don't see that from triple and quad Or is it just asthetics?
  4. Asteroids don't respawn. But pirates and aliens do - so get yourself a +30% efficient salvager and some good guns and you never run out of resources. When you're lucky enough to get a 40% efficient salvager, you can make a decent living off dead ships.
  5. Was watching a twitch stream and someone mentioned about gates getting destroyed, and them being gone for good. I had an eureka moment in order to both solve the replacement and introduce an amazing level of immersion. To the game engine, introduce non-corporial blocks that can act as AI scripting aids; like ancors. They only get created on world generation, cannot be moved or destroyed and they can be used for all sorts of things. Like build targets, attack targets and movement targets. Put them on all stations, gates and points of interest. You can then script around them, introducing things like: territory claiming, gate rebuilding, patrol routes, pirate raids, AI station rebuilding
  6. I like the style of your ships; and since you've done a range of them; they can quite easily become a race in their own right.
  7. Those are things of beauty :)
  8. Autohotkey can do the trick in the interim This mini script will bind the L key as a mouse toggle l:: if(%mouseclicked%=0) { Click down mouseclicked = 1 } else { Click up mouseclicked = 0 } return
  9. Sure i'll send you the plans. But I'm also going to increase the size and detail tonight. After doing a playthrough with it, the ship is awesome; even with only 1.8k hitpoints. All the componants are on the inside, with integrity fields spread throughout the ship so nothing can break off. It's fast and manouverable, with a massive thruster filling up the centre, and thrusters placed throughout the wings. The fins contain more thrusters giving a nice healthy 41 m/s/s But time to upgrade, I think I'm going to push for a 10k hitpoint version. Edit: I've also drawn up plans for a Prometheus class cruiser. Even on paper its looking big, I'm guessing around the 30k hp, but I won't know till it's built.
  10. Oooh, big. I shudder to think how much it costs
  11. Welcome to Lord Havocs shipyard Link to shared ships NEW - Romulan Warbird in progress I've moved this to the top because I like how it turned out High res version Romulan build high res 1 Romulan build high res 2 Romulan build high res 3 Asgard cruiser (Stargate SG1) This was my first recreation, and as any builder; you've got to start somewhere. You'll see from my later creations my technique growing in complexity and ambition. All I can say is it's down to practice practice practice; so for any budding builders out there 'keep at it!' Asgard high res After my first version, I wanted to push myself further in both detail and design. So I tackled it again, nearly quadrupling the size and number of blocks. I was still learning ways of doing the build so as a game ship it wasn't very suitable, it was heavy and sluggish; it could take a punch alright but it took too many modules to move about. I had to change this in later builds. Asgard Final Asgard Progress One Asgard Progress Two Asgard Progress Three Behold - The Homer My next project, just had to be done! Again, this one was fun to build. White Star (Babylon 5) To date, this is my most complicated build. Working from a top-side-front diagram of the ship design; the hollows and angles proved to be very tricky to put together. Altogether the amount of work was probably pushing 12 hours solid. I however did learn a new technique for keeping the wieght down. I created my own hull block which was 0.1 thick hull and 0.9 frame. This was used to fill in large flat sections Step by step progress White Star high res 1 White Star high res 2 Drake (Eve online) This is my favourite ship from the Eve online universe, so I put this together. I'm starting to tinker with the palette & subcomponants, which is how i did the missile turrets Drake high res 1 Drake high res 2
  12. Hmm, I'll have to do some experiments One big block vs multiple spaced out small blocks
  13. I saw someone post a suggestion of jammers increase charging time. I'd like to second that, as opposed to complete removal.
  14. Turret resizing might get asked loads - but this thread isn't to suggest it. It's to offer up a viable solution to balancing should the suggestion get adopted. Problem1: What's to stop low level farming, and then scaling up a small natural* turret to fit larger ships (*keep reading, natural will be explained) Problem2: How to encourage regular weapon exchanging throughout a playthrough Solution: Shop/Drop generated turrets will be at a 'natural' size. When you scale a turret; the stats are scaled at a reduced rate compared to natural turrets. Simplified example: Say we have a - Small Chaingun (natural size) Dam: 1.5 We scale it to a medium size Dam: 2.5 Or Large Dam: 3.2 But a 'natural' Medium Chaingun Dam: 3 And a Large - the difference would be even greater. Encouraging player to locate turrets that are naturally suitable for their ship size Dam: 4 I've even put together a little diminishing returns formula [Natural]+([Max scaled]-([Max scaled]/([scaling factor]^(0.1+([scaling factor]/1000))))) I was also toying with having [Max scaled] a calculated variable as well, based off the natural size. As for scaling down large to small - a flat division should suffice.
  15. I was thinking about the technical/performance aspects on this and may have a solution to deal with both easily. The devs could adopt a simple 'idle game' mechanic for distant sectors; where the players fleet has its mining/salvaging calculated. So when the player leaves the sector, the resources just tick up using that calculation. This also has the advantage of being easy to tweak for balancing; simply apply a percentage variable to that calculation and voila. (I was thinking of some kind of penalty for out of sector mining; something brutal like %25) Oooh, while typing this - could also work for player owned stations Edit: Can further control this by restricting where players are allowed to idle. Perhaps incorporate faction standings.
  16. Hi all, I'm starting up a topic to add event suggestions. I'll start off with a few: Gold Rush (mining event): 'Chatter on the open transmissions indicate a large mineral field has been located' - Event spawns a mineral field in a sector and a number of NPC miners. Players must get their quick before they all get mined out. Final cry (salvage event): 'An all frequencies mayday is heard and cut short, but the sector is nearby and is triangulated' - Event spawns the remnants of a battle, all ships are dead. Bandit Chase (Chasing event): (not sure how to announce this one) - Event has 2 ships, as you approach a message is received from a stationary ship, whilst the other ship (the bandit) speeds off. Player has to get within a certain range and the stationary ship gives reward. Needs a fast ship
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