Topic: Attention Scripters: Warp Speed!  (Read 5906 times)

0 Members and 4 Guests are viewing this topic.

Offline Dfly

  • Lt. Commander
  • *
  • Posts: 1735
  • Lyran Alliance Lives
Re: Attention Scripters: Warp Speed!
« Reply #20 on: September 27, 2006, 09:39:09 am »
...

Can I be bold enough to offer one more (last minute) suggestion?  A warp requirement of speed 23 means that there are some ships, like the War Eagle, which will never be able to disengage.  (Not even by crossing the red line manually, since it's max speed of 21 makes that 15 minute crawl more like, what, 25?)

I understand you guys have discovered that you can't recover the health of the engines, so you can't use 1/2 power as a requirement.
...

I've got no objections to dropping the required disengagement speed. 

Any comments from other admins??????

Actually, now that I've stuck in the custom ship picking/analysis routines I can determine the maximum speed of a healthy ship, so I could always just halve that as another possibility.

dave



Sounds great, oh mighty NetGod

el-Karnak

  • Guest
Re: Attention Scripters: Warp Speed!
« Reply #21 on: September 27, 2006, 10:10:56 am »
What about the asteroids?

If you move fast and you can't steer, will it not make it impossible to disengage from a rock map?

 :huh:

Yeah, I thought about that. Basically, any asteroid terrain mission will keep the original asteroid area and transpose it on the bigger map. So, you fly your way out of the asteroid field into empty space which would be equivalent to flying to the red-line in the current missions.  Once you are in empty space then you can safely warp-out.


Note: I looked up the common sizes of the asteroid belt in our solar system in my freshman Astronomy course textbook from College, and the amount of cubic space spanned by the belt would be more than enough to encompass any of the big maps of the warp-out missions. But, sometimes you have to just change science factual things for better gameplay. There are just a lot of itty, bitty pocket asteroid belts in the missions. So, sayeth the EEK Q entity and so say we all. :P 

 I also noticed that some nebulas can span light-years in distance so all the maps would need to have nebula covering every hex.

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: Attention Scripters: Warp Speed!
« Reply #22 on: October 02, 2006, 02:12:59 pm »
Okeedokey ... the assorted changes are in place for the warp-disengagement missions.

They're available in http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe

Keep an eye out for weird ship placement or oddball matchups, but otherwise they're hopefully in ok shape.

A few notes on the warp disengagement
 - it uses pseudo-SFB rules for minimum speed to jump (in SFB you need to be travelling at best speed with at least half your engines or 15 warp boxes, whichever is less, so I compute what speed that would mean for your ship and use that speed as the requirement)
 - disengagement is done by getting to (at least) your minimum required speed and switching to yellow alert, then wait for 30 seconds or so til it accelerates you to speed 3k and drops you to green alert
 - there is a chance your ship will breakdown if you take any damage at that speed, dumping you to speed 0 with a bunch of extra damage
 - drone users might manage to sneak off one parting shot, but I think I closed all the other warp speed exploits (I'm probably wrong, lemme know ;D )
 - the map is roughly 2500x2500, so it should usually only take 10-20 seconds to escape using the disengagement speeds

EDIT:: Oh bugger!  I forgot to include the catch that you can't warp out in the first two minutes ...OK, corrected and reposted.

It's just two missions, Met_EDDisengagePlayer.scr, Met_EDDisengageEnemy.scr, but as discussed earlier it effectively incorporates planet/base assaults and defenses.  (Though these two do not support destructible bases for the server map, I'll need to put together a seperate script for that.)

I'll get around to big-map/warpifying the specialty missions over the next couple of months - convoy raids/escorts, surveys/scans, ambushes, shipyard raids, etc etc.

dave
« Last Edit: October 02, 2006, 02:35:23 pm by NuclearWessels »

Offline Riskyllama

  • D.Net Beta Tester
  • Lt.
  • *
  • Posts: 748
  • Gender: Male
  • Risky
Re: Attention Scripters: Warp Speed!
« Reply #23 on: October 02, 2006, 04:59:57 pm »
- disengagement is done by getting to (at least) your minimum required speed and switching to yellow alert, then wait for 30 seconds or so til it accelerates you to speed 3k and drops you to green alert
- there is a chance your ship will breakdown if you take any damage at that speed, dumping you to speed 0 with a bunch of extra damage

 even if shields are up(assuming a yellow alert jump)?
Everything is sweetened by risk. ~Alexander Smith

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: Attention Scripters: Warp Speed!
« Reply #24 on: October 02, 2006, 05:35:41 pm »
Yep, your shields only stay up until you actually jump - then you're down to green alert anyway.

Clarification: if you're hit while you're at the 3k speed you have a chance of breakdown, not while you're waiting for the jump to take place.

dave

Offline Lepton

  • Lt. Commander
  • *
  • Posts: 1620
Re: Attention Scripters: Warp Speed!
« Reply #25 on: October 02, 2006, 06:29:01 pm »
Scripts seem to be working fine for me.


System Specs:

Dell Dimension E521
AMD64x2 5000+
2G DDR2 RAM
ATI Radeon HD 4850 512MB GDDR3
250GB SATA HD