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Mike Substelny

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Reply with quote  #31 
Quote:
Originally Posted by Xavier Wise
In temrs of naming fighters, from the live stream that Thom did, you must name fighters before the game launches. As for Launching fighters.... In the TSN, we'll probably come up with and practise a protocol. Here's my initial idea. Each fighter is designated a number, with number 1 being the lead fighter and in command of the wing, number 2 the 2nd in command etc. It doesn't matter on their callsigns as long as they know who is who. When they come to launch, the leader will launch first and call 'number 1/leader launched'. Then number 2, etc.


In scripting tests we did I was very disappointed in the use of numbers. I tried callsigns like Eagle 1, Eagle 2, Eagle 3 and also Blue 1, Blue 2, Blue 3. The interactions between Science and Comms were very inefficient.

Science: "Tell Eagle to turn to heading zero."
Comms: "Which Eagle? Eagle 1, Eagle 2, or Eagle 3?"
Science: "I can't tell! The Eagles are moving too fast to read the numbers!"

It was a lot easier to tell the fighters apart when their callsigns were completely different, like Axeman, Snowjob, and Greaser.

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ryleyra

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Reply with quote  #32 
Quote:
Originally Posted by MarkBell
I hope this can help clear up questions on naming fighters.


Where's the smiley for dropped jaw? Oh, wait, here it is. [eek]

So it IS the fighters that are named. Before each game, the players get to pick their fighter, and name it with their callsign. They pick that callsign, and that's their name.

OTOH, if you still have to fight over launch order, someone could pick the wrong fighter. Hopefully Thom has decided to display all fighters and grey out the ones that are launched.

ryleyra

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Reply with quote  #33 
Quote:
Originally Posted by Mike Substelny

In scripting tests we did I was very disappointed in the use of numbers. I tried callsigns like Eagle 1, Eagle 2, Eagle 3 and also Blue 1, Blue 2, Blue 3. The interactions between Science and Comms were very inefficient.


Hopefully that means Thom has decided to give his default individual names instead of using the "TSN xxx" format.

Just a guess here, but I suspect that vesselData now specifies the maximum number of craft in the loading bay, 6 in the case of a carrier, with the loadout specified as 1 shuttle, 5 fighters and 2 bombers. Mark's example probably shows the first six of those, the shuttle and 5 fighters, with the two bombers included as options. Those names could even be the defaults Thom has specified, either random, or the same sequence for all ships.

The question we'll have to wait on is, what happens to the extra bombers? Are they in mothballs and not accessible, or can they be dropped into the launch bay once one of the others is lost? What happens if you pick up a replacement fighter at a base? And do all ship classes allow one pilot, with a shuttle as the only option? Can a script add more small craft than a ship is allowed to have?

ryleyra

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Reply with quote  #34 
Quote:
Originally Posted by Arrew
Will arvonians get more variety?

Will other races get fighters too?


I don't think other races will get fighters. However, if Ximni or the TSN are used as an enemy race, I hope the AI includes code to effectively use the default fighter types. Even if the game reads from the bottom of the list instead of the top as when players are choosing their fighters.

For instance, a TSN or Ximni carrier should launch 4 fighters and 2 bombers. Those bombers wouldn't drop mines (even if player bombers do) but they could have more beam damage and stronger shields than a standard fighter. Remember, player damage and NPC damage can be defined separately.

If the Arvonians want to develop a bomber for their Heavy Carriers, that would be great too. [biggrin]


Mike Substelny

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Reply with quote  #35 
Quote:
Originally Posted by ryleyra

If the Arvonians want to develop a bomber for their Heavy Carriers, that would be great too. [biggrin]


None of the NPC fighters will be changed in Artemis 2.6, but there is nothing stopping a mission script writer from spawning NPC fighters as named ships and changing their object_properties after they are spawned.

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