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Mike Substelny

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Reply with quote  #16 
Quote:
Originally Posted by Gryphon
How about a Jump Field torpedo that can be programmed to jump a the targeted vessel to a different preset coordinate, or at least in a specified direction, when it hits? Limit the jump range to, I don't know, maybe 2000k.


This is a logical weapon that could be created in the existing game mechanics. Nevertheless, it does not give us what I want to see: a weapon that a skillful fighter pilot could see coming and dodge.

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ryleyra

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Reply with quote  #17 
Quote:
Originally Posted by Mike Substelny

This is a logical weapon that could be created in the existing game mechanics. Nevertheless, it does not give us what I want to see: a weapon that a skillful fighter pilot could see coming and dodge.


I could be wrong, but the problem at this point is that drones and torpedoes just keep chasing after you, even if you dodge them. Evading them is just postponing the inevitable, not using skill to avoid the shot.

Maybe fighters could use something like chaff or flares, which will destroy a homing missile. Of course, a really skilled fighter could circle around and take out the missile with its beams. (Actually, that would be harder than a capital ship shooting down a drone)

Cmdr Feil

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Reply with quote  #18 
What I would like to see is the Ximni using their mastery of jump drive technology to send explosive charges out at the enemy at preset coordinates.
We can call them Jump Charges.
If their was a delay, maybe three seconds, then a fighter could avoid it by flying erratically.

And it would have the added benefit of influencing constant communications between the Science and Weapons stations. Science would have to tell Weapons the coordinates that the enemy vessel is likely to be at in the next few seconds, then the Weapons Officer puts in that location and jumps the charge. Hopefully right on top of the enemy.
Arrew

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Reply with quote  #19 

I like events, enemies and weapons that actual have an effect on the play environment dynamically changing it. This is enjoyable as a player because it makes it feel like we are having a greater real impact on the game world. Currently TSN ships do this by laying mines and there is a monster that farts out clouds, but there could be so much more.

We've come up with a few in scripts but to show what I mean Mike suggested putting a simple demo mission together for Armada which Longbowman kindly said he'd take for me. (Sadly I live in Asia so until Armada comes here I can't make it :'( .)


SAMPLE MISSION
It's a multi-ship protect the convoy mission randomly generating an environment, defenders and amount of attackers, but allows the player to select difficulty level. The Skaraan ships are powered by artificial black holes which become unstable when they're destroyed sometimes (ideally randomly 20% or so) resulting in gravitational singularities which dissipate over time. Also when player ships are destroyed they create escape pods that can be collected by other player ships.

zip MISS_Convoy.zip     


Cmdr Feil

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Reply with quote  #20 
A previous thread mentioned the Ximni having a tractor beam as a way of dealing with ships that are capable of warp in combat situations.

I still want to see this and as I mentioned before I'd love for it to be under the control of the Science Station. Kinda like one person holding someone down while the other punches them.

Science and Weapons, the bullies of Artemis.
MarkBell

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Reply with quote  #21 
Honestly, I could see Science or Weapons having tractor control - it could give weapons something to do when not shooting stuff, maybe for retrieving upgrades or cargo, that sort of thing.  It could get pretty hectic in combat, but if you're only targeting the ship that weapons has targeted anyways, it wouldn't add too much to the workload, I think.
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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
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