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CattailNu

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Reply with quote  #1 
Request dock with any player carrier ship.
Comms set station to build fighters.

ryleyra

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Reply with quote  #2 
The former would probably not be possible. Basically, the fighter console works by spawing a fighter when the launch button is clicked on, and computing the visual display from that fighter's point of view. When the fighter docks, it is destroyed, and the console resumes its display from the ship's point of view.

In order to dock with another player ship, you would have to disengage the display from the fighter, and rather than restore the link to the player's ship, find the new ship that the player is based on and link to THAT. It might be possible to, as an alternative, take the fighter to an empty fighter bay screen and refit the fighter, and then allow it to launch once done. The fighter wouldn't need to link to the other ship to do that.

The problem with building fighters is, how long should it take? It's not like building a torpedo. By the time a station is able to build a fighter, the battle will probably be over. And the station won't be able to build torpedoes while concentrating on fighters.

Then again, maybe base stations could rebuild destroyed fighters from the recovered wreckage.
Xavier Wise

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Reply with quote  #3 
To add to these ideas:

- Allow players to name & rename fighters on the fighter console (would allow more possiblities for interacting with scripts)
- Allow scripts to force fighter names (again, for greater interaction with scripts)
And my all time favourite:
- Similar to the gm buttons, have 'create_fighter_button' etc. for scripts to enable script writers to add buttons to the fighter console (does a mouse pointer work on a fighter console?)
With that, a missions script could have fighters trigger script events and create effects like: sending away teams, gathering scan data, delivering/transferring damcon teams or ordnance amongst other functions.

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ryleyra

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Reply with quote  #4 
Quote:
Originally Posted by Xavier Wise
- Allow scripts to force fighter names (again, for greater interaction with scripts)


I like that idea. You can't set the name of the fighter itself until it is created, however, you might be able to change the list of names stored on the player ship, which are used when the fighter is created.

Maybe something like "set_fighter_name name=Artemis fighter=0 value=Maverick"? Player_slot could be an option too.

bau.movement

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Reply with quote  #5 
I know my pilots would love it if they had the option to name/tag the fighters in the bay.

We originally had a gentlemen's agreement that when the game started to called out designations of the random generated call sign and you don't jack each other's rides, partially so science could yell at pilots using their tail number and there was half a chance they would remember what it was and partially because the jocks like to give each other the business about their stats at the end of the battle.

Now we use a mumble VOIP to connect all the fighters through headsets and comms has one as well. When you log onto Mumble you pick your handle and the players like using the call signs, especially because mumble shows the list of names active in the chat and indicates which is actively talking when they transmit.

That makes it easier for comms to coordinate, but if weapons or science or the captain call a command for a specific fighter, there is some confusion getting from the ship tail number to the pilot call sign.

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LawsonThompson

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Reply with quote  #6 
Quote:
Originally Posted by ryleyra
...

The problem with building fighters is, how long should it take? It's not like building a torpedo. By the time a station is able to build a fighter, the battle will probably be over. And the station won't be able to build torpedoes while concentrating on fighters.

Then again, maybe base stations could rebuild destroyed fighters from the recovered wreckage.


Is it possible in a script to state that a given station has a quantity of spare fighters available? I've seen that plenty of times in random generated scenarios.

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Mike Substelny

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Reply with quote  #7 
I've had conversations with Thom about all of these things except for scripts being able to add a button to the fighter console (that one is part of a general need for scripts to add buttons to ALL consoles). He actually felt that all of them might be possible, including letting a fighter dock with another carrier.

Thom knew as soon as he released fighters he was opening up a new can of worms for which players would want a lot of development. He wants to flesh out fighters, but he already had a very, very long to-do list for Artemis. I think right now the squeakiest wheel is the Communications console, which needs more useful work to do.

That said, I believe that last year when he rolled out fighters he already had artwork for several other classes of fighters but he only deployed one for the TSN and one for the Ximni. I can only guess at what he will have time to implement for fighters by April, but my money is on the deployment of one or two new fighter classes at Armada III.

As far as mission scripts go, I would love to see mission scripts have access to fighter names (so fighters could trigger actions), interact with fighter stats, and specify how many fighters were available at which bases. But as shown in another forum, right now Thom is working on fixing some problems in the mathematics of script variables. I doubt he will embark on another script-related project before he finishes that one.

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Xavier Wise

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Reply with quote  #8 
Thanks Mike! Its great to know that Thom looks at all this and takes an interest. It really feels like, as a player, I have made a contribution to the development of the game.
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Nhaima

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Reply with quote  #9 
There are certainly references to bombers in the vesselData.xml file, so hopefully it'll happen at some point. It would be nice if that were extensible so that you could have multiple types of fighters per faction rather than hard coding references to Fighter and Bomber, or maybe have the fighter and bomber load reference tags in the fighter's ship type field?
MarkBell

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Reply with quote  #10 
What would be great would be a set of tags that determine abilities, like fighter, bomber, shuttle; but also a set of user tags like viper_ii, type_5, MS_06S, etc. That way a ship can have multiple types of fighters at the same time.

It may need multiple carrier load definitions, like

<carrierload fighter="yes" viper_ii="3" viper_v="2" TSN_Std="6" \>
<carrierload shuttle="yes" type_v="3" runabout="2" \>

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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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