Calling all modders
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Re: Calling all modders
Chaplain (Zoltan) basic walk cycle done. Hardest part over. Now I'll begin the weapons and console strips. The console animation will be steering wheel look-alike, because you can't have different animations for separate consoles. Now the weapons - pistols or crossbows? I'm more inclined to the later...
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Re: Calling all modders
well, gunpowder is certainly a thing so do what you like with the weapons, either way works.
for the consoles, if you want to try and make a small console sprite for it at the same time (with all 4 rotations) then that might help make the animations more seamless when we go to do the rest of the room sprites. again, whatever makes most sense in this context, go with that.
for now i'm starting work on the event chains and shops, because the ships themselves will be a relatively easy part of this
for the consoles, if you want to try and make a small console sprite for it at the same time (with all 4 rotations) then that might help make the animations more seamless when we go to do the rest of the room sprites. again, whatever makes most sense in this context, go with that.
for now i'm starting work on the event chains and shops, because the ships themselves will be a relatively easy part of this
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Re: Calling all modders
I have discovered from looking at the images, that the weapon projectiles can be animated.
That means that there could be ion weapon equivalent - the chain shot. It was designed to tear the ropes on the ships.
Anti-personnel grape shot and breach cannonballs. Incendiary catapults?
For the drones my friend suggested using gunboats. This can work well for attack drones, but don't think it will work well for defense.
For reference - http://en.wikipedia.org/wiki/Naval_arti ... _Sail#Shot
That means that there could be ion weapon equivalent - the chain shot. It was designed to tear the ropes on the ships.
Anti-personnel grape shot and breach cannonballs. Incendiary catapults?
For the drones my friend suggested using gunboats. This can work well for attack drones, but don't think it will work well for defense.
For reference - http://en.wikipedia.org/wiki/Naval_arti ... _Sail#Shot
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Re: Calling all modders
Yes, I've been using animated projectiles for a while now, that's not hard to do.
Different ammo/weapon types will certainly have special effects.
For drones, I'm not sure defence drones make sense in this context at all. We might just have only attack, hullrepair, boarding/security, repair drones. But we'll get to that later.
Different ammo/weapon types will certainly have special effects.
For drones, I'm not sure defence drones make sense in this context at all. We might just have only attack, hullrepair, boarding/security, repair drones. But we'll get to that later.
- Metzelmax
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- Joined: Wed Sep 26, 2012 7:59 am
Re: Calling all modders
Defense Dolphin and Attack Parrot,
Dolphin shoots fish - parrot throws coconuts.
Dolphin shoots fish - parrot throws coconuts.
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Re: Calling all modders
DryEagle wrote:For drones, I'm not sure defence drones make sense in this context at all.
Metzelmax wrote:Defense Dolphin shoots fish
This is what I meant. You just didn't *have* any form of point defence back then. A marine mammal throwing fish isn't going to do jack to a cannonball no matter how good its aim at something moving dozens (hundreds) of metres per second is.
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Re: Calling all modders
ok, so here is the basic stat sheet for the weapons. this hasn't gone through final balancing but this is what we will initially be looking at.
There are no shields.
ALL ships get 80% system casing.
Scout ships get 60% hull casing.
Submersibles get cloaking (dive).
Scouts get 30 HP, subs get 90 HP, line ships get 150 HP.
enemy ships will have 20-100 HP depending on sector (probably) and also they will all have the system casing as mentioned above.
enemy ships cannot get beams (this would totally destroy the scout ships)
repair costs will be 1 scrap per HP in early sectors (1-4), possibly going up to 2 scrap per HP in sectors 5-8, will need some testing
other prices (including system upgrades and weapons) are as yet undetermined
ammoless weapons:
basic dual cannon, 1 power
2 shots, 1 damage, 10 fire rate
triple cannon, 1 power
3 shots, 1 damage, 15 fire rate
small cannon battery, 2 power
4 shots, 1 damage, 14 fire rate
cannon battery, 2 power
5 shots, 1 damage, 16 fire rate
dual heavy cannon, 2 power
2 shots, 2 damage, 14 fire rate
heavy cannon battery, 3 power
4 shots, 2 damage, 16 fire rate
light catapult, 1 power
1 shot, 1 damage, 10 fire rate, bomb
heavy catapult, 2 power
1 shot, 3 damage, 14 fire rate, bomb
missile weapons:
light armor piercing bolt, 1 power, 1 missile
no damage, causes breach 100%, 14 fire rate
heavy armor piercing bolt, 2 power, 2 missile
2 damage, causes breach 100%, 14 fire rate
light incendiary bolt, 1 power, 1 missile
no damage, causes fire 100%, 14 fire rate
heavy incendiary bolt, 2 power, 2 missiles
2 damage, causes fire 100%, 14 fire rate
incendiary piercing bolt, 2 power, 2 missiles
no damage, causes fire 100%, causes breach 100%
burning barrel thrower, 1 power, 1 missile
no damage, causes fire 100%, 14 fire rate, bomb
catapult battery, 3 power, 2 missiles
3 shots, 3 damage, 16 fire rate
small solar lens focuser, 2 power, 1 missile
beam, 1 damage, 25% fire chance, 80 length, 14 fire rate
heavy solar lens focuser, 3 power, 2 missiles
beam, 2 damage, 50% fire chance, 80 length, 16 fire rate
drone weapons:
light bombing glider, 2 power
1 shot, 2 damage, 8 fire rate?
heavy bombing glider, 3 power
2 shots, 3 damage, 12 fire rate
special bombing glider, 2 power
1 shot, 60% fire, 60% breach, no damage, 10 fire rate
There are no shields.
ALL ships get 80% system casing.
Scout ships get 60% hull casing.
Submersibles get cloaking (dive).
Scouts get 30 HP, subs get 90 HP, line ships get 150 HP.
enemy ships will have 20-100 HP depending on sector (probably) and also they will all have the system casing as mentioned above.
enemy ships cannot get beams (this would totally destroy the scout ships)
repair costs will be 1 scrap per HP in early sectors (1-4), possibly going up to 2 scrap per HP in sectors 5-8, will need some testing
other prices (including system upgrades and weapons) are as yet undetermined
ammoless weapons:
basic dual cannon, 1 power
2 shots, 1 damage, 10 fire rate
triple cannon, 1 power
3 shots, 1 damage, 15 fire rate
small cannon battery, 2 power
4 shots, 1 damage, 14 fire rate
cannon battery, 2 power
5 shots, 1 damage, 16 fire rate
dual heavy cannon, 2 power
2 shots, 2 damage, 14 fire rate
heavy cannon battery, 3 power
4 shots, 2 damage, 16 fire rate
light catapult, 1 power
1 shot, 1 damage, 10 fire rate, bomb
heavy catapult, 2 power
1 shot, 3 damage, 14 fire rate, bomb
missile weapons:
light armor piercing bolt, 1 power, 1 missile
no damage, causes breach 100%, 14 fire rate
heavy armor piercing bolt, 2 power, 2 missile
2 damage, causes breach 100%, 14 fire rate
light incendiary bolt, 1 power, 1 missile
no damage, causes fire 100%, 14 fire rate
heavy incendiary bolt, 2 power, 2 missiles
2 damage, causes fire 100%, 14 fire rate
incendiary piercing bolt, 2 power, 2 missiles
no damage, causes fire 100%, causes breach 100%
burning barrel thrower, 1 power, 1 missile
no damage, causes fire 100%, 14 fire rate, bomb
catapult battery, 3 power, 2 missiles
3 shots, 3 damage, 16 fire rate
small solar lens focuser, 2 power, 1 missile
beam, 1 damage, 25% fire chance, 80 length, 14 fire rate
heavy solar lens focuser, 3 power, 2 missiles
beam, 2 damage, 50% fire chance, 80 length, 16 fire rate
drone weapons:
light bombing glider, 2 power
1 shot, 2 damage, 8 fire rate?
heavy bombing glider, 3 power
2 shots, 3 damage, 12 fire rate
special bombing glider, 2 power
1 shot, 60% fire, 60% breach, no damage, 10 fire rate
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Re: Calling all modders
I think gunboats will fit better than gliders, as they can get in line of fire and get destroyed, as opposed to gliders.
How do solar lenses (mirrors?) use missiles?
How do solar lenses (mirrors?) use missiles?
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Re: Calling all modders
Alvarin wrote:I think gunboats will fit better than gliders, as they can get in line of fire and get destroyed, as opposed to gliders.
How do solar lenses (mirrors?) use missiles?
Yea I don't see how solar lenses would use missiles... But gliders make sense. It would be weird seeing gunboats "fly"/clip over the hull of the ship...
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- Joined: Thu Mar 07, 2013 4:05 pm
Re: Calling all modders
brothershogo wrote:
Yea I don't see how solar lenses would use missiles... But gliders make sense. It would be weird seeing gunboats "fly"/clip over the hull of the ship...
I think it's to make things fair. Since there are no shields,beams are a 100% guaranteed hit.