Sleeper Service wrote:SE is making good progress, the Civilian Homeworld is finished, I will include a lot of new events. I started to play around a little with delayed bomb detonations as well and got quite amazed by what is possible with impact graphics. So 1.05 will also feature some graphical enhancements of combat.
As you can see I specially got interested in adding vanilla like UI warnings to weapon impacts. I consider expanding this to other stuff... there might be warning prompts when the player ship is hit by strong weapons, or even by any missile in general. Effectors will by be animated as well, if the player ship is targeted, you get a vanilla-like UI warning message. If you target the enemy you get a little progress promt that illustrates intruding into the enemy system. With more enemy versions of weapons a lot like this could be done. I don't want to clutter the interface to much, but I think carefully placed warnings will make a nice addition to the visuals and contribute to the feeling of commanding a spaceship.
Something to be aware of, at least in my past experiences - bombs have health. As with any projectile, they can be intercepted and destroyed with proper damage.
I don't know if it's possible for crew or AP drones to attack it, but I do know I've shot my own bombs (and occasionally the Obsidian's Singularity) right off the ship I was attacking, due to poor timing.
This may have changed in a patch since, it's been a while since I played FTL at all, but I feel it's worth noting.
I feel it would in fact add to the immersion if your crew could 'attack' your effectors or bombs, countering your hacking in the former and defusing the bombs in the latter case.
Weapons fire doing the same, though... that would achieve the opposite. Never seen it myself, though.
Kieve wrote:Something to be aware of, at least in my past experiences - bombs have health. As with any projectile, they can be intercepted and destroyed with proper damage.
I don't know if it's possible for crew or AP drones to attack it, but I do know I've shot my own bombs (and occasionally the Obsidian's Singularity) right off the ship I was attacking, due to poor timing.
This may have changed in a patch since, it's been a while since I played FTL at all, but I feel it's worth noting.
Yeah I heard about that. I think this might actually be intended (to force you to coodfinate your shots with your bombs?). I don't know if bombs can suffer from system damage... if yes it would be possible to "defuse" delayed bombs with teleporting your own quick detonating small bomb into the room. Blow a bomb up with a smaller bomb to suffer less damage. Makes total sense.
Sleeper Service wrote:Yeah I heard about that. I think this might actually be intended (to force you to coodfinate your shots with your bombs?). I don't know if bombs can suffer from system damage... if yes it would be possible to "defuse" delayed bombs with teleporting your own quick detonating small bomb into the room. Blow a bomb up with a smaller bomb to suffer less damage. Makes total sense.
That's also freaking crazy if you could get that to work. Micro-bombs that can also counter enemy bombs.
So just a little bit of feedback: I use the trading system, but I only do so when the fleet's been delayed, there are many gas-pockets, I'm near the exit beacon or I'm going to be overtaken by the fleet anyways. I think the fact that trading isn't usually worth it makes successful trading more rewarding. Alternatively, you could consider making some trades be an exchange of augments. Say, having your mined space ore manufactured into space metal. Maybe some stations would even let you pay scrap in addition to the augment check for rarer stuff or non-augments. And even if people cheat, augment slots can fill up really quickly.
Sleeper Service wrote:SE is making good progress, the Civilian Homeworld is finished, I will include a lot of new events. I started to play around a little with delayed bomb detonations as well and got quite amazed by what is possible with impact graphics. So 1.05 will also feature some graphical enhancements of combat.
As you can see I specially got interested in adding vanilla like UI warnings to weapon impacts. I consider expanding this to other stuff... there might be warning prompts when the player ship is hit by strong weapons, or even by any missile in general. Effectors will by be animated as well, if the player ship is targeted, you get a vanilla-like UI warning message. If you target the enemy you get a little progress promt that illustrates intruding into the enemy system. With more enemy versions of weapons a lot like this could be done. I don't want to clutter the interface to much, but I think carefully placed warnings will make a nice addition to the visuals and contribute to the feeling of commanding a spaceship.
Absolutely great idea. Looking forward to see it in the game
Now I also hope, that effectors will get fixed, so small one stops being most powerful of three, with Heavy One being the worst, followed by normal one as downgrade from small one. Seems silly to buy best one as cheapest, and sell worst one as most expensive.
Effector I and II already have switched places during the big weapon rebalance in 1.03. I did not want to get into to much detail with all the changes in weaponry, maybe I should have done that...
("high threat level" blinks)
Sleeper Service wrote:Effector I and II already have switched places during the big weapon rebalance in 1.03. I did not want to get into to much detail with all the changes in weaponry, maybe I should have done that...
("high threat level" blinks)
Um... high threat level? What's that, some sort of new bomb indicator?
Nope, that will pop up where you get hit by Artillery Lasers. I choosed this words so that it makes some sense when you are hit in the shields as well. Other more dangerous weapons will also get such warnings. Stronger and player weapons will also give you prompts on hitting the enemy ships. And there is a lot more that can be done with the impact graphics...
Last edited by Sleeper Service on Fri Aug 30, 2013 5:19 pm, edited 1 time in total.
Good news everybody: FTL refuses to centre custom explosion animation on missile weapons correctly and uses the 0/0 position of their sprite instead, which makes them appear way of. I see no way to get around that. At last the laser related UI stuff works just fine. Missile weapons where the most fun thing to put UI prompts on though... Does anyone know which sprite standard vanilla missile hit uses? It apparently is not explosion_big1, cause when I override that nothing changes...