Topic: Big maps and SFB style disengagement rules?  (Read 39943 times)

0 Members and 7 Guests are viewing this topic.

el-Karnak

  • Guest
Re: Big maps and SFB style disengagement rules?
« Reply #180 on: September 11, 2006, 10:17:42 pm »
I am thinking that sub-light fast speeds at 125, 500, etc. are ideal for long storybook missions. Getting to work with SQL would make for fun multiple DV shifts.

For the regular patrols, a simple immutable dis-engagement pattern to simulate "crossing the red-line" in the regular missions should suffice. Or, do we want to give ships the ability to chase each other over a large map, while at Yellow Alert status, at sub-light fast speeds of 125, 500, 1000 in a PvP match? There would still be quick immutable warp-out disengagement option.

Break-downs at sub-light fast speeds sounds cool to me. ;D
« Last Edit: September 11, 2006, 10:32:48 pm by el-Karnak »

Offline FPF-SCM_TraceyG_XC

  • Empress of the Empire
  • Commander
  • *
  • Posts: 2543
  • Gender: Female
Re: Big maps and SFB style disengagement rules?
« Reply #181 on: September 12, 2006, 07:40:47 am »
I've mentioned this ages ago... but if we had SQL, we could do a whole lot more too... mission scripts could send SQL queries to the server... move ships through wormholes from one side of the map to the other... genesis devices that create planets... starkiller torpedoes that turn stars into asteroids... even planet killers that break up planets...

Imagine a Doomsday Machine that actually destroyed planets as it wandered across the map... or a real Deep Space Nine that protected a wormhole...

Man, you should see the OCI (Online Campaign Interface) that Bonk had setup -- talk about sweet!  We just need to find a way to get him connected now that he's gone bush :)

dave


Is any of that still around?
Captain FPF-TraceyG, Federation Protection Fleet


SFC2.net Admin member
SFC3.net Admin member
Voting member of the DGA
Member of XenoCorp, Squadron Commodore

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: Big maps and SFB style disengagement rules?
« Reply #182 on: September 12, 2006, 10:23:31 am »
...

Is any of that still around?

Bonk was working on it right up until he left a couple of weeks back, but AFAIK he's got all the code and is pretty much unreachable.

dave

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: Big maps and SFB style disengagement rules?
« Reply #183 on: September 12, 2006, 10:25:10 am »
...

Break-downs at sub-light fast speeds sounds cool to me. ;D

I was also thinking that if you take any damage while at these speeds then you should be more susceptibe to "critical hits"/breakdowns ...

dave

Offline IAF Lyrkiller

  • Semi retired, but I am still around
  • D.Net Beta Tester
  • Lt. Commander
  • *
  • Posts: 1321
  • Gender: Male
  • JAG & Tech Support
Re: Big maps and SFB style disengagement rules?
« Reply #184 on: September 12, 2006, 10:28:26 am »
Hey Dave, what are you going to do w/ the base and planetary assaults?

Curious KAT wants to know. ;D

Also, the payout for these missions should be higher.

What say you?




KAT-Lyrkiller
Semi-retired
Captain of the MSC Maus
MEMBER OF KLAW
SILENCE.....I keel you!!!

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: Big maps and SFB style disengagement rules?
« Reply #185 on: September 12, 2006, 10:38:19 am »

Haven't quite figured what to do with the assaults, but you're right - the pp awards for these missions need to be a LOT higher.  Hmmm, might go do that now before I forget (again).

dave

el-Karnak

  • Guest
Re: Big maps and SFB style disengagement rules?
« Reply #186 on: September 12, 2006, 10:45:24 am »
...

Break-downs at sub-light fast speeds sounds cool to me. ;D

I was also thinking that if you take any damage while at these speeds then you should be more susceptibe to "critical hits"/breakdowns ...

dave

Most definitely. ;D

When I test my warp-out missions, I always go right over the heads of the enemy AI and they always take a couple pot-shots at my warping ship which is involuntary set to Green Alert status.

That would be neat if a lucky shot or two knock it out of warp. I will put it in my next batch of test missions for all to try out.

Offline Riskyllama

  • D.Net Beta Tester
  • Lt.
  • *
  • Posts: 748
  • Gender: Male
  • Risky
Re: Big maps and SFB style disengagement rules?
« Reply #187 on: September 12, 2006, 12:15:01 pm »
tracey check out the forge, alot of the stuff bonk was working on is incorporated into the latest webmap: race transfers, wormhole systems, full online shipyard, etc
Everything is sweetened by risk. ~Alexander Smith

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: Big maps and SFB style disengagement rules?
« Reply #188 on: September 13, 2006, 04:59:05 pm »
Okeedokeeey, continuing the line of (very) beta script experimentation, here's the beginning of a "Lone Gray Wolf" style of scenario ... where you've just completed a raid deep behind enemy lines and are trying to get out.  You can't use the tactical warps, but the defenders can  :flame: and there is a specific section of the map edge you must disengage through to win.

It's added to the warp pack listed below
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe
dave
« Last Edit: September 14, 2006, 02:27:26 pm by NuclearWessels »

Offline Capt_Bearslayer_XC

  • "Sorry I haven't been around much lately. I'm easily distracted by shiney things."
  • XenoCorp® Member
  • Captain
  • *
  • Posts: 9558
  • Gender: Male
  • Virtute non verbis
Re: Big maps and SFB style disengagement rules?
« Reply #189 on: September 13, 2006, 05:01:55 pm »
Oh hell yes!!

The ambush missions are worth something now... have the ambushers start at warp speed so they can actually get to the fight!!!
Political Correctness is really Political Censorship

A tax code should exist to procure the funds necessary for the operation of government, not to manipulate human or business behavior.

A nocens dies in loricatus est melior quam a bonus dies procul opus.

A bad peace is even worse than war."  --  Tacitus

"We thought we could resolve the system's problems by rationing services or injecting massive amounts of new money into it" -Claude Castonguay

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: Big maps and SFB style disengagement rules?
« Reply #190 on: September 13, 2006, 05:22:52 pm »
Oh hell yes!!

The ambush missions are worth something now... have the ambushers start at warp speed so they can actually get to the fight!!!

I'm also doing some playing with the cloak, to see if we can come up with a solid scenario where a smaller cloaked ship really can play hide and seek wearing down a larger force.  The idea is to prevent (within reason) ships from being able to detect the location of the cloaked ship through the use of the F11 and "nearest enemy" keys.   More word on that shortly (crosses fingers).

dave

Offline Klingon Fanatic

  • Lt. Commander
  • *
  • Posts: 2070
  • Gender: Male
Re: Big maps and SFB style disengagement rules?
« Reply #191 on: September 14, 2006, 12:00:44 pm »

It's added to the warp pack listed below

dave


I must be blind today... where's the link?

E-Karnak and Nuclear Wessels, thank you so much for recharging SFC: OP! The folks at Taldren should be thanking you too. In light of ST: Legacy Coming out you have essentially made SFC: OP almost a NEW game and the DYNAVERSE servers will be changing how games are played.

Well done sirs!

KF
HoD Radjekk Vor Thruum
IKV Kraag Dorr
SuvwI' Qeh KCC
Commander, Task Force Kraag Dorr's Teeth First Strike Squadron

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs

el-Karnak

  • Guest
Re: Big maps and SFB style disengagement rules?
« Reply #193 on: September 14, 2006, 04:03:24 pm »

It's added to the warp pack listed below

dave



I must be blind today... where's the link?

E-Karnak and Nuclear Wessels, thank you so much for recharging SFC: OP! The folks at Taldren should be thanking you too. In light of ST: Legacy Coming out you have essentially made SFC: OP almost a NEW game and the DYNAVERSE servers will be changing how games are played.

Well done sirs!

KF


Here are my latest two test scripts, but I still have to put in some activation delays for warp that would follow the same 20 second process used by the ship self-destruction method, instead after 20 seconds the ship would goto warp, not explode.

Meta campaign script for single-player campaign and dynaverse (title: Enemy Sweep Patrol):
http://www.eek-scripts.com/ftp/Kar_ePatrol_warp.zip

In this mission, ROM AI are not allowed to cloak, and ships will start at speed 7.

Skirmish mission (title: Hostile Skirmish (Warp-out) ):
http://www.eek-scripts.com/ftp/Ski_1Free4All_warp.zip

Both missions have audio playback based on race announcing warp drive activation and make warp out Whoosh!! sounds.  They use maps that are 5 times larger than the original EEK Patrol map. The BIG maps will work for all terrains in Kar_ePatrol_warp mission and in the empty space maps in Ski_1Free4All_warp mission. At speed 31, it would take a ship 15 minutes to exit the map, so you will definitely need to warp out of there.   

Once warp drive is engaged the ship will goto Green Alert status and it will be impossible to change back to yellow or red alert status. In addition, once warp drive is activated, it will not dis-engage.

To Install and get ready to play:
1) Extract ZIP file contents to your game's /assets/scripts folder.
2) Start up SFCOP game.
3) For skirmish mission, choose Skirmish.
4) For meta dyna mission, choose campaign and startup single-player campaign (ie. you have to edit your chosen campaign's MCT file to put in the "kar_epatrol_warp entry).

When in-mission, to engage Warp Factor One:
1) goto speed 23.1 or more
2) Hit deep scan button
3) Whoosh!! ;D
« Last Edit: September 14, 2006, 04:15:47 pm by el-Karnak »