This looks fantastic, made a facepunch account just to say that I can't wait to play this.
Worked on weapons a bit over the weekend, here's what I have so far:
[vid]http://puu.sh/3J4qF.mp4[/vid]
For each pair of missiles I fire, the first is absorbed by the shields of the room it hits, but weakens them enough for the second to penetrate the shields and damage the room.
Oh wow, that effect is actually believable! Perhaps put a "hole" decal in the room for each successful hull breach?
[QUOTE=Ott;41555619]Oh wow, that effect is actually believable! Perhaps put a "hole" decal in the room for each successful hull breach?[/QUOTE]
Maybe not a hole, maybe just some visible form of damage?
Would be cool if the rooms could get set on fire which would damage the module of that room (think FTL).
When do you think the mod will be released?
[QUOTE=SgtKillemall2;41573080]When do you think the mod will be released?[/QUOTE]
When it's finished.
[QUOTE=SgtKillemall2;41573080]When do you think the mod will be released?[/QUOTE]
I imagine thats a pretty way off. They now have jobs to attend to and the fact that they are only working on the ship modules at the moment and they still need some of the main game mechanics, sweps and a HUD + anything not mentioned here.
Will the ship moving in overworld affect players on said ship. For instance if a ship makes a hard turn all of the crew are tossed about.
[QUOTE=Hessian14;41586174]Will the ship moving in overworld affect players on said ship. For instance if a ship makes a hard turn all of the crew are tossed about.[/QUOTE]
If the ship has artificial gravity, it may as well have lateral-G nullifiers or something.
[QUOTE=Ziks;41587833]If the ship has artificial gravity, it may as well have lateral-G nullifiers or something.[/QUOTE]
That would make the ship harder to control the more people are on the ship,
inertia of all bodies on the ship in that case add together.
[QUOTE=cartman300;41589740]That would make the ship harder to control the more people are on the ship,
inertia of all bodies on the ship in that case add together.[/QUOTE]
Realism != fun
[QUOTE=hogofwar;41595213]Realism != fun[/QUOTE]
I don't think its do-able because as said, all ships are pre-generated as the map. The only things that will have large functionality (like the modules) are anything coded and placed by the admins of the server or can be obtained by the player somehow.
I never bothered to read this thread, but now that I did. I love it. Although this somewhat reminds me of SS13.
[QUOTE=pilot;41596796]Although this somewhat reminds me of SS13.[/QUOTE]
That's a good thing, in my opinion. Maybe if it's ever Open Sourced someone could everything that makes SS13 so cool.
[QUOTE=GTbrawlers;41595312]I don't think its do-able because as said, all ships are pre-generated as the map. The only things that will have large functionality (like the modules) are anything coded and placed by the admins of the server or can be obtained by the player somehow.[/QUOTE]
I am not expecting the ship to move, i am expecting the little red dot that represents the ship to move.
It would be pretty stupid if it was static.
[QUOTE=cartman300;41598151]I am not expecting the ship to move, i am expecting the little red dot that represents the ship to move.
It would be pretty stupid if it was static.[/QUOTE]
I'm pretty sure the first video showed the ship moving.
For the transporters will your crew be able to transport you back from the enemy ship? Or do you have to transport back from the enemies ship using there transporter?
[QUOTE=5000kit;41604225]For the transporters will your crew be able to transport you back from the enemy ship? Or do you have to transport back from the enemies ship using there transporter?[/QUOTE]
Ah, but if you used the enemy transporter wouldn't your ships shields have to go down?
[QUOTE=hogofwar;41605224]Ah, but if you used the enemy transporter wouldn't your ships shields have to go down?[/QUOTE]
Another great question!
[QUOTE=5000kit;41604225]For the transporters will your crew be able to transport you back from the enemy ship? Or do you have to transport back from the enemies ship using there transporter?[/QUOTE]
I'm thinking of making it so when you get transported from a transporter room, that room remembers your "signature" for some amount of time after you arrive (maybe 2 minutes or even until you next transport or die). There will also be a tool that is assigned to a transporter room that can be used to feed that transporter room the signatures of objects it is used on. The transporter room can transport back any objects that it has the signature of, which means you can't just abduct crew members from other ships unless you send someone to "tag" them first, but you can retrieve crew members you sent over to other ships.
Also, the same rule will apply in regards to shields when you try and transport something back as when you transport something across, shields must be down on the target room. I'm thinking about making it so the shields of the transporter room must be down too, which would give the other ship a chance when it is being boarded to launch a counter-boarding party.
[QUOTE=Ziks;41605956]I'm thinking of making it so when you get transported from a transporter room, that room remembers your "signature" for some amount of time after you arrive (maybe 2 minutes or even until you next transport or die). There will also be a tool that is assigned to a transporter room that can be used to feed that transporter room the signatures of objects it is used on. The transporter room can transport back any objects that it has the signature of, which means you can't just abduct crew members from other ships unless you send someone to "tag" them first, but you can retrieve crew members you sent over to other ships.
Also, the same rule will apply in regards to shields when you try and transport something back as when you transport something across, shields must be down on the target room. I'm thinking about making it so the shields of the transporter room must be down too, which would give the other ship a chance when it is being boarded to launch a counter-boarding party.[/QUOTE]
I think that is a great idea.
When you teleport people/stuff back, would they go into the transporter room or could the destination be picked?
[QUOTE=hogofwar;41606379]When you teleport people/stuff back, would they go into the transporter room or could the destination be picked?[/QUOTE]
Probably only to the transporter room you are performing it from.
[QUOTE=Ziks;41607484]Probably only to the transporter room you are performing it from.[/QUOTE]
How about making it possible to relay a transport to another room, which will drain more transporter energy? I don't see why this shouldnt be possible.
What do you think about implementing certain anomalies, that can be created artifically? E.g. if you find a nebula of some kind (assuming there will be such entities) and you possess a weapon that is able to create a specific reaction (Nebula implodes or expands) it could make the gameplay more dynamic.
Possible anomalyeffects which I could think of:
-Weapons temporarily disabled or higher recharge
-Some kind of wormhole, that can catapult a ship to a way further distance; Wormhole endpoints can be created by shooting a highly evolved antimatterbeam which can be used only once and only exists twice in the whole universe.
-A black hole, that tries to suck enemy ships to their death (Maybe can be expanded)
-Time freeze bubble (which also gives invulnerability)
-Nebula which covers a ship from being picked by sensors outside the nebula, aswell as limiting the range of sensors inside the nebula.
-Some kind of radiationblast of e.g. a star that can paralyze crewmembers or even drain health in unshielded rooms
With a little fantasy the list could go on and on. It would be nice to have some of such events :)
Also these events should be rather easy to create, all it needs is a set of coordinates on the 2d universe and some kind of effectradius/scale.
Kinda a pain that GMOD doesnt allow dynamic maps and systems. Mind you, thats the price you pay for the ease of the lua language. Im loving the look so far, i got two things to ask. When do you think you will be able to release something playable, I mean how it is now is amazing but I believe you still need to code into teams etc and spawning, I would play this now even if I only have a crowbar!
The second thing is when a possible standalone comes around what engine do you want to use, I have a bit of know how for a few of them. Finally, yes I lied another clause, could you ever add a computer system room. It would be in the center of the ship and i like the idea that you could write programs for it that could run. Imagine the havoc of the enemy programming a self destruct virus!! It could use a language based on lua or python so easy to learn. Thanks for reading my post!
[QUOTE=Strideynet;41614263]Kinda a pain that GMOD doesnt allow dynamic maps and systems. Mind you, thats the price you pay for the ease of the lua language. Im loving the look so far, i got two things to ask. When do you think you will be able to release something playable, I mean how it is now is amazing but I believe you still need to code into teams etc and spawning, I would play this now even if I only have a crowbar!
The second thing is when a possible standalone comes around what engine do you want to use, I have a bit of know how for a few of them. Finally, yes I lied another clause, could you ever add a computer system room. It would be in the center of the ship and i like the idea that you could write programs for it that could run. Imagine the havoc of the enemy programming a self destruct virus!! It could use a language based on lua or python so easy to learn. Thanks for reading my post![/QUOTE]
Actual programming in game seems a bit too in-depth for what I think the direction of this game is supposed to be.
Well, we already have E2's, why not that? I mean, it doesn't necessarily have to be so much in-depth, but a simple programming language and some ship systems to interact with would be really cool. Besides modules, one could for example code more efficient drivers for weapon systems or something, enabling overcharging weapons/firing more of them at once etc. etc. This isn't a bad idea :p
[QUOTE=Imonek;41614605]Well, we already have E2's, why not that? I mean, it doesn't necessarily have to be so much in-depth, but a simple programming language and some ship systems to interact with would be really cool. Besides modules, one could for example code more efficient drivers for weapon systems or something, enabling overcharging weapons/firing more of them at once etc. etc. This isn't a bad idea :p[/QUOTE]
E2 isn't part of this gamemode though. adding programming kind of defeats the meaning of "easy to learn, hard to master".
It could be optional, I guess if you had a smaller crew and one of you could program you could automate emergency modes etc. That in itself could be a challenge, beat a 6 man crew with just 1 buddy. A good programmer could even automate the ship. It could be disabled via the config files of a server maybe. When disabled the computer room just powers all the consoles, I do suggest that that room is the most secure. I was thinking that through the central console, hardest to hack, you could display false values across the ship. Maybe you have to hack it each time to gain access to the immense powers that enable control of the whole ship, what fun telling someone you are removing the oxygen. While they run out of the room you walk in and do your business.
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