Topic: Things You'd Like To See In OP  (Read 11110 times)

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Offline Nemesis

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Re: Things You'd Like To See In OP
« Reply #20 on: January 01, 2008, 01:01:39 pm »
cloaks that work better.

Among the options of SFB was the invisible cloak but with the limitation that the other players could ask what shield faced towards the cloaked ship (range too I think).  If the cloaked ship were to be invisible but the current lock on still allowed then we would have an improved cloak.  That can I believe be done but its in the hands of the artists here.

Why do I think so?  Long ago (I think it was in EAW) two of my friends were having a battle one had substituted the image of a planet  (as a joke) for his cruiser.  The other ignored the planet while looking for the Romulan ship.  Trying to make it obvious the planet player cloaked his ship - the planet vanished totally off the screen.  It was still trackable but could not be seen.  Our artists would need to make replacement ship images that worked the same way and the D2 would need to check and make sure you didn't susbstitute other ship images for the ones in the enhanced cloak shiplist but assuming that is possible and that this "feature" was not undone by later updates to the system then the invisible cloak can be done.
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Offline Beeblebrox

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Re: Things You'd Like To See In OP
« Reply #21 on: January 01, 2008, 10:19:26 pm »

Quote
Among the options of SFB was the invisible cloak but with the limitation that the other players could ask what shield faced towards the cloaked ship (range too I think).



It's been a very long time since I read the SFB rules but didn't commanders of cloaked ships have to remove their model from the hexboard?  After cloaking the cloaked ship had to keep track of its movements via secretly recorded hex coordinates. 

If invisible cloaking in OP could be achieved (I'm not sure that it would jibe with how cloaks seemed to work in TOS though.) would there be a way to get blind firing?  You know, the sort of thing Captain Kirk was doing in Balance of Terror that kept knocking hell out of the poor old Romulans.

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Offline Pestalence_XC

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Re: Things You'd Like To See In OP
« Reply #22 on: January 02, 2008, 12:15:19 am »
OK, the Orion Pirates Enhancement Package includes many things..

Mod Chooser.. if you edit your Shiplist.txt and Ftrlist.txt, you need to put a copy of them into Assets/Specs and MetaAssets folders and remove the original ones (Or previously modded ones) then run Mod Chooset, it will ask you to assign the Mod to a new slot.. Mod Chooser is by default able to hold Taldren original, and then you can add 4 more mods.., the OP Enhancement Package will upon install make things simplier to swap Mods using the Mod Chooser, however I do have the install set up to where it will add OP + v4.0 and OP + Hard Core into Mod Chooser just after the initial install.. You can skip adding them to Mod Chooser, however your game will be set to the OP+ Hardcore after package finishes install..

ED mission scripts by Nuclear Wessels

The Op Enhancement Package installs the complete updated collection of ED missions for single player and Dynaverse

Tracey G missions..

she did not put many out but they are for Dynaverse use only the are in the OP Enhancement Package

El Karnak Missions..

these are for use in the Custom games marked EEK in the OP Enhancement Package for single player.. you have to manually move the EEK shiplist (located in your Assets/Specs folder) to the proper locations in the game.. These scripts can also be used in Dynaverse play.

Taldren Bonus Missions..

 Extra Orion Scripts for you to use in Single Player Instant Action Mode.

Firesoul EAW to OP Conversion

This is a collection of EAW scripts ported over to OP by Firesoul to play the main race storyline campaigns on OP Single Player Campaign Mode.. it can be used with any Shiplist.txt file in the OP Enhancement Package with exception of the El Karnak Shiplist and OP + Hardcore

Firesoul's EAW to OP Sulu Bonus Missions

Same as above but only available in Single Player Instant Action mode

Firesouls Model Test Scripts

This allows you to test your Models and your Shiplist for errors.. a debug file will be placed in your C: directory (the place where you see your Program Files folder)

Eagle Eye Software Ship Edit for EAW and OP.

This gives you a GUI interface to edit the shiplist files and change weapon arcs, type of weapons, UI's of the ships, Models of the ships, power management, etc.. It does not, however contain the Bonus Weapons hidden on OP

Model Viewer,

A Taldren tool to quickly see a 3D image of your ship model outside the game

Magnum Man and Centauri Vaughn scripts.

Configurable scripts for Sector Assault, Fleet Pick and Co-OP for single play instant action mode or for use on Gamespy Arcade

Added Campaign selections for single player for both Storyline and Conquest game modes which has selection of El Karnak, Firesoul and ED scripts and also using the included batch files, swaps game maps from the Storyline map to Conquest game map.

When playing Single Player games and you are saving.. to continue your game, you must remember to 1) be in either the Storyline game mode or Conquest game mode that you used when you started your saved game and 2) Make sure that you use the exact same shiplist that you used when you started your saved game otherwise the game will crash to desktop when you try to load the saved game.

Also included in the OP Enhancement Package is a Stability Updater containing DLL files that improves graphic quality of the game AND game stability on the Dynaverse and Gamespy Arcade

Also included in the OP Enhancement Package is the Dynaverse 2 Model Pack (for use with Stock Taldren shiplist) and your choice of the Modeled or unmodeled version of OP + v4.0

Also included is the latest game patch v2552

Also included is updated entries in the SFC INI file for Hidden Race and Hidden BPV for Gamespy Arcade, Engine Doubling entry for the Orion Ships in AI to use Engine Doubleing (defaulted ON).. Volly Info entry to see number of internal points scored on enemy ship once you breach the shields (Default ON), and Autofilming turned off by default

also included is the EZ-INI utility by MagnumMan to turn On or Off hidden race/BPV, adjust AI dufficulty,adjust screed display size for game, Change ambient lighting in game, turn on or off volly info, and turn on or off Auto Filming.

Also included is the OP Mini Updater that eliminates some fighter issues and the sticking EGS sound loop.

Also included is the Directory Serve Fix so your game can see the servers online (Dynaverse).

This package was set up so that you could easily join any server made.. if a custom campaign is going to be launched (a major serve for Dynaverse).. all you would have to do is put in the Shiplist.txt and ftrlist.txt into Assets/Specs folder and the Mest Assets folder, and maybe the custom Model.siz file (if required) into your Assets/Models directory. then launch Mod Chooser and assign the server to an empty slot (or overwrite a used slot) so you can easily swap from OP + v4.0 on GSA to Name Of Server just by running the Mod Chooser.

After everything is installed properly and completely, the game itself (excluding EZ-INI and Eagle Eye ship edit) makes the game 2.10 GB on the HDD

well that is a brief summary of what the OP Enhancement Package v5.1 does.. here is the official listing and credits of material included in the package

Total Package Install Content :

SFC OP Patch v2552 Full Installer (out of Box SFC OP installation only)
SFC OP Bonus add on (Taldren Bonus install CD Content)
OP Plus v4.0 Shiplist installers and OP Plus v4.0 Hardcore [Xenocorp Edition] by Firesoul
EAW to OP Conversion scripts with *.MCT single player setup files by Firesoul
Sulu Bonus EAW to OP conversion scripts by Firesoul
Complete Evil Dave OP Mission scripts by Nuclear Wessels
EEK Dynaverse mission package by Karnak including the EEK *.MCT single player campaign files
Fighterlist.txt and Shiplist.txt as converted by Karnak for use with the EEK mission scripts in single player (located in Assets\Specs\EEK Shiplist), Included is also OP + v3.4 Elkarnak version Shiplist and ftrlist files.
OP Patrol Scripts v4.1 and Convoy Raid mission by Tracey Greenough updated Oct. 2005
Dynaverse 2 Model Pack by P81 and Atrahasis
Co-OP Ace Script v4.0 as modified by Firesoul
Sector Assault v1.1 for Orion Pirates by MagnumMan
EZ-INI game set up utility by MagnumMan
ShipEdit EAW and Shipedit OP by EagleEye Softwae Group
Fests + v1.1 by Firesoul
SFC-OP mini-updater created 11-06-2004 by Firesoul
In game Model Testing Script v1.23 for single race by Firesoul
In game Model Testing Script v1.00 for all races by Firesoul
In game Model Testing Script v1.00 for bases only on all races by Firesoul
Taldren Model Viewer by Taldren
Centauri Vaughn's Fleet Pick 2.A
Centauri Vaughn's  Team Starfleet Battles 3.0 Mission Pack
Strat's Mod Chooser v6.5
Dynaverse Server IP correction *.gf file
Custom conquest campaign *.mct files for single player by Pestalence using Nuclear Wessels scripts.
Conquest campaigns now utilizing the Conquest game map and conquest MetaMap.gf file as fixed by Pestalence.
EAW to OP Custom Single Player campaign *.mct files created by Pestalence which incorporate Nuclear Wessels scripts into the EAW to OP conversion.
Updated Dynamic Link Library files (*.dll) for improved net stability, reduced lag, and enhanced graphics as discovered and tested by Pestalence. File origin is from Taldren in the SFC 3 game.
Additional sfc.ini entries included for Orion Pirate races ship engine doubling, Sets Auto-Film off by default, gives options to manually change Hidden race and BVP for GameSpy Arcade matches and TCP/IP matches, and turns on volley info to show number of internals scored once you breach enemy hull.
Any other credits are included in the additional readme.txt files installed for NW OP Missions, OP + installation, and EEK OP Missions in the main Starfleet Command Orion Pirates Directory.

If this sounda intresting, then you can read the install instructiona and following posts located at http://www.dynaverse.net/forum/index.php/topic,163378640.0.html

Hope this helps.
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Offline marstone

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Re: Things You'd Like To See In OP
« Reply #23 on: January 02, 2008, 03:04:05 am »
It's been a very long time since I read the SFB rules but didn't commanders of cloaked ships have to remove their model from the hexboard?  After cloaking the cloaked ship had to keep track of its movements via secretly recorded hex coordinates. 


The rules had two ways to run cloak.  The simple way was to flip your ship marker upside down to show it was cloaked, then move as normal.  Bad part was everyone knew exactly where you were at all times.

The harder one was you removed your token from the map, and kept track of it seperately.  Four times during the round (specific times) the enemy captains could ask what shield was facing your ship, I think you also got a range at that time also.   The rules oddly anough let the enemy always know the facing of your ship.

If you made the ship invisible on the map, kept the ship ui updated on the shield facing and distance updated (with maybe a fudge factor) you could simulate a cloaked ship well.  The only part you would have to add is that you didn't get a targeting bracket around the actual ship but maybe assigned somewhere near it.
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Offline Age

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Re: Things You'd Like To See In OP
« Reply #24 on: January 02, 2008, 07:20:55 pm »
cloaks that work better.... like in sfc3 or if that's not possible no mine flashing
But.I like doing that dropping mines on cloaked ships it is fun if they did this what about tactical warp as well.

Offline Pestalence_XC

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Re: Things You'd Like To See In OP
« Reply #25 on: January 02, 2008, 11:40:19 pm »
On the cloak issue on Orion Pirates, the SFB followed the rule that you could track the enemy by Motion Sensor Detection (displacement of particles in space) just as Spock did in TOS "Balance Of Terror".

SFC 3 follows TNG rule that they no longer have Motion Sensor detection.

that is the difference in the games.
"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

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Offline Kid Carrson

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Re: Things You'd Like To See In OP
« Reply #26 on: January 03, 2008, 04:30:53 pm »
fmse for op!


Offline Beeblebrox

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Re: Things You'd Like To See In OP
« Reply #27 on: January 03, 2008, 10:31:30 pm »
I'd love to see all the fan-created missions for SFC1.  There were several that were completely unique and tons of fun to play.  One that springs to mind was a set of Klingon missions that resulted (If I remember this correctly...) from saying something unflattering about an admiral's wife.  One of the set was a mind-bendingly rough mission that, in part, involved picking your way through a dense asteroid field in a nebula to scan three different planets.  I refuse to reveal how many times I died trying to get through that one.
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Offline Lepton

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Re: Things You'd Like To See In OP
« Reply #28 on: January 03, 2008, 11:46:31 pm »
I guess it is too obvious to say these but I will:

1.  Plasma bolts
2.  Tholian Webs
3.  Andromedan PA Panels and Displacement Device

I would settle for just number 1 if I had to pick one.


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Offline Rod ONeal

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Re: Things You'd Like To See In OP
« Reply #29 on: January 04, 2008, 02:37:29 am »
What Lepton said+

Offensive plasma D and corrected G-racks

Direct fire hellbores and proper mizia (separate vollies for seeking weapons, enveloping plasma, hellbores, etc...)

Proper X-1 weapons

More drone types

Guards against H&R raids
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Offline marstone

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Re: Things You'd Like To See In OP
« Reply #30 on: January 04, 2008, 02:53:55 pm »
oh and while I am wishing.

How about smart dyna servers.  Have directories for each server you play on that hold the special files in them and the game picks the right one for the game you enter.
If you enter a new server, it will download the shiplist, ftrlist, and other mods needed to run into a new directory so you don't have to run and find them, and then change them around just to jump from one server to another.

Would make having multiple special servers easier to handle (I know it isn't hard to change out the shiplist, ftrlist when needed.  But shouldn't the game be smart anough to do it on it's own.  Add another verification set to the serverkit for a file that will not autodownload so you can have private servers set up easy.
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Offline Beeblebrox

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Re: Things You'd Like To See In OP
« Reply #31 on: January 05, 2008, 03:15:26 am »
What Lepton said+

Offensive plasma D and corrected G-racks

Direct fire hellbores and proper mizia (separate vollies for seeking weapons, enveloping plasma, hellbores, etc...)

Proper X-1 weapons

More drone types

Guards against H&R raids


the offensive plasma D would be nice.  I keep hearing about some issue with G drone racks.  As far as I can tell they work fine.  What about them is wonky? 

Direct fire hellbores?  Aren't they direct fire already?  You aim, you shoot and the shot races toward the target and either hits or doesn't.  Am I missing something?

What drone types did SFB have that aren't present in OP?  As for X weapons--what does OP lack in comparison with SFB? 

Aren't your own marines there partly as guards against hit and run raids from other ships?
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Offline marstone

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Re: Things You'd Like To See In OP
« Reply #32 on: January 05, 2008, 01:32:17 pm »

the offensive plasma D would be nice.  I keep hearing about some issue with G drone racks.  As far as I can tell they work fine.  What about them is wonky? 

Direct fire hellbores?  Aren't they direct fire already?  You aim, you shoot and the shot races toward the target and either hits or doesn't.  Am I missing something?

What drone types did SFB have that aren't present in OP?  As for X weapons--what does OP lack in comparison with SFB? 

Aren't your own marines there partly as guards against hit and run raids from other ships?

The g rack is wrong as in SFB it is a four space drone rack that can also fire ADD's.  The work around was that every fed ship with a G rack has both a G rack and an ADD.  Problem being is that it is suppose to be one rack and can only fire in ADD mod, or drone mode.  The current "fix" gives all fed ships extra capabilities.   A fix could be to make two or so varients of a fed ship with a mix of drone/ADD's for different missions (messy and fills up the shiplist) or you could just up the BPV of a fed ship by the 2 or 2.5 (have to look) cost of an ADD rack to make up for them having the extra ability.

Oh another wish on my list would be AWR for the Fed ships.  For those who haven't got SFB, AWR is an APR that puts out warp power.  It can not be used for movement but can be used for any other use of warp power (i.e. load photons)  The fed power curve falls behinds alittle without them.
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Offline Age

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Re: Things You'd Like To See In OP
« Reply #33 on: January 05, 2008, 06:02:06 pm »
What again are plasma bolts and how do they function aswell does ECM/ECCM effect them?

Quote
Originally Posted by marstoneOh another wish on my list would be AWR for the Fed ships.  For those who haven't got SFB, AWR is an APR that puts out warp power.  It can not be used for movement but can be used for any other use of warp power (i.e. load photons)  The fed power curve falls behinds alittle without them.
What would this do to Fed. Ships give them slightly more power to arm their weapons and tractors?

Offline marstone

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Re: Things You'd Like To See In OP
« Reply #34 on: January 05, 2008, 06:11:52 pm »
What again are plasma bolts and how do they function aswell does ECM/ECCM effect them?

plasm bolts are direct fire plasma's.  You lose some damage potential but they become direct fire.  I don't remember the ECM/ECCM effects on them, I didn't use a plasma race much when I played SFB.

Quote
Originally Posted by marstoneOh another wish on my list would be AWR for the Fed ships.  For those who haven't got SFB, AWR is an APR that puts out warp power.  It can not be used for movement but can be used for any other use of warp power (i.e. load photons)  The fed power curve falls behinds alittle without them.
What would this do to Fed. Ships give them slightly more power to arm their weapons and tractors?

Well, it doesn't always give more power, a fed ship has an APR uipgrade to ships without APR.  Then the AWR refit, changes the APR to AWR so they can use the power on photons (photons can only be loaded with warp power, thus the more you need for photons the less speed you can have).
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Offline Nemesis

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Re: Things You'd Like To See In OP
« Reply #35 on: January 05, 2008, 09:58:31 pm »
What again are plasma bolts and how do they function aswell does ECM/ECCM effect them?

The logic behind the plasma bolt was that the torpedo was detonated in the launcher (in a controlled fashion of course) and the resulting plasma was so much faster that it functioned as a direct fire weapon with half the damage. 

I don't recall how ECM/ECCM affected plasma bolts.
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Offline Nemesis

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Re: Things You'd Like To See In OP
« Reply #36 on: January 05, 2008, 10:14:37 pm »
Direct fire hellbores?  Aren't they direct fire already?  You aim, you shoot and the shot races toward the target and either hits or doesn't.  Am I missing something?

The standard Hellbore wraps around the ship and implodes doing a disproportional amount of its damage on the weakest shield.  The "direct fire" (I don't recall if that is the proper name) Hellbore does damage to the facing shield only.  I don't recall how that affected the damage done or hit probability

What drone types did SFB have that aren't present in OP?  As for X weapons--what does OP lack in comparison with SFB? 

There were several types and the ability to modify them as well.  For example in SFB one battle I won because my otherwise standard drones had the warhead reduced to half and extra armor added.  Three of them got through the phaser fire that was assured to destroy the 6 standard drones they were assumed to be.  Klingons also used warheadless over armored "slug drones" to bring down ESGs.

I believe it was the Kzin who replaced the war head with a one shot Phaser (3 or 2 only I think).  6 Phaser II drones firing from just outside ADD range could make all the difference between the shield falling on the battle pass and staying up.  (This may have been the Swordfish drone I'm not sure.)

There was another that was optimized to get some of its damage past the shield even if the shield was still up. 

There were also half sized drones (doubled rack capacity) that couldn't hurt a ship but were made to shoot down fighters.  12 of them could be loaded into a scatterpack or you could load 6 and your opponent would likely waste firepower shooting them down when they could not even affect his ship.

There may well have been more but that is what I recall off hand.
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Offline Rod ONeal

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Re: Things You'd Like To See In OP
« Reply #37 on: January 06, 2008, 12:24:21 am »
Direct fire hellbores, as has been stated, don't envelope the vessel. They only damage the facing shield with 1/2 the total damage of an enveloping hellbore. They have 2 primary uses, to weaken a facing shield sufficiently enough to allow enveloping hellbores to do most of their damage to a shield that's facing you, rather than typically rear shields. The other is for mizia effect. They count as a seperate volley from enveloping hellbores.

This brings me to proper mizia.
Seeking weapons (drones and plasma)
direct fire weapons phasers, photons, direct fire hellbores, etc...
enveloping hellbores
enveloping plasma,
PPD

All of these should count as seperate volleys for mizia effect. As it is the only weapon that gets it's own seperate volley is the PPD.

There's also ECM drones and Spearfish drones (The ones who's damage leaks through shields) along with the ones already mentioned by Nemesis.

You can assign your boarding parties to protect critical systems. This makes them really, really hard to destroy with H&R raids. Like the last tractor beam for a gorn to anchor you with.

X1 systems are not right at all in OP. That's probably the reason noone likes x-ships. There's also X1 versions of every weapon. Hydrans even get X1 fighters.

There's also some subtle things. Already mentioned was a Gorn guarding his last tractor. Gorns can also put their shuttles out on the "wings"  of the ship. Some damage that hits the ship is directed to the shuttles instead. Another way Gorns absorb damage and stay in shape to kill you after you've used up all of your weapons. It also allows them to launch all of their shuttles at once. Can be a real pain when they're suicide shuttles.

Cloaks can be destroyed by H&R raids.

Fighters can be used as unmanned scatter packs. The Fed F-14 makes on heck of a scatterpack.

PFs can be used in suicide role. Like a suicide shuttle, except more powerfull, faster, and harder to destroy.

All this stuff would be cool to add. Even if it's one thing at a time over a long period.
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Offline marstone

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Re: Things You'd Like To See In OP
« Reply #38 on: January 06, 2008, 01:47:13 am »
If you want to work on drones, how about adding ATG to the (self-guiding after they get within a certain range, but forget the range right now)  Type III drones for the righters, with a real MIRV warhead, true MIRV drones for you ships instead of a MIRV rack.  Variable number of drones in a scatter pack, type IV's in a scatter pack.

The big problem I see with adding the extra types of drones for the drone racks is how would you run the interface to pick what drone you are going to launch.  In SFB a drone rack held it's limit of drones (4 for a standard rack) and you could pick which one you wanted to launch, so you could have different drones in the rack ready.

I would love to see a type E rack for escorts (a rack that fires type VI anti-fighter drones at a very fast rate, or could be loaded with ADD's.

there is so much in SFB that could be added, you could be updating the game for years.  Would be great.
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Offline Nemesis

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Re: Things You'd Like To See In OP
« Reply #39 on: January 06, 2008, 09:21:52 am »
Fighters can be used as unmanned scatter packs. The Fed F-14 makes on heck of a scatterpack.

Which reminded me of another thing not in SFC.  Shuttles in SFB can be launched unmanned as a seeking weapon even without arming it with a T-Bomb or Drones.   For example a D7 makes 2 passes dropping a "scatterpack" each time.  If the defender shoots down the "scatterpacks",  the opponent likely will assume that the D7 is out of both Drones and shuttles but since the shuttles were empty the D7 still has drones to use as an unpleasant surprise.
Do unto others as Frey has done unto you.
Seti Team    Free Software
I believe truth and principle do matter. If you have to sacrifice them to get the results you want, then the results aren't worth it.
 FoaS_XC : "Take great pains to distinguish a criticism vs. an attack. A person reading a post should never be able to confuse the two."