Gun Platform

oops - damn UBB...

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Platypus

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Originally posted by Platypus:
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Actually, set fuel to 1 (or anything less than 100), not zero - zero fuel can go wiggy at times.

Here's an idea: Make it have fuel = 1, but design a fuel scoop that actually sucks fuel (make the fuel increase a negative number) and make that fuel sucker a standard item, so the platform won't be "wiggy" but it can't jump either.

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Good idea Platy, I may try that one. (A) "fixed" gun or missile platform(s) would be a rather interesting (if not completely unique) experience. 😄

Cheers,
~Jedibrass

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-author of "Dragerron"
-OotS member
-EVO plug developer, & amateur 3D graphics artist.
-Star Wars fan(atic)

I just had a brilliant stroke of genius and now I know how to keep a station "defense system" from drifting and how to keep these things from hypering in. First make a sprite using PICTs2Sprites but use 36 PICTs of the station to have the defense system for, and make a ship decribed in the above posts. Then make the ship have a most outrageous mass, so now even the greatest of explosions most likely will kill the defense before its even budged. Now make a düde class of these defense mechanisms and use the defense mechanism/ship only used exclusively in this düde, and make is so its never seen being flown in the galaxy. Now make this düde that station's defense fleet. Voila! You have a way of making the unsuspecting layer think that there is actually a station with its own weapons. They'll never suspect that these things are actually ships cleverly developed so that they would only appear to be actually part of the station. Oh, and set the explosion to be small (use ShipWrite for this, since its variable in that program :D).

Cheers,
~Jedibrass

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-author of "Dragerron"
-OotS member
-EVO plug developer, & amateur 3D graphics artist.
-Star Wars fan(atic)

Problem: EV/O calculates the size and damage of the explosion based solely on the mass of the ship. Set the mass up that high and you'll get explosions that cover half the system and do enough damage to knock out an undamaged corvette. Hopefully EVN will allow more control over this sort of thing.

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(Insert Signature Here)

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Originally posted by Wyvern:
**Problem: EV/O calculates the size and damage of the explosion based solely on the mass of the ship. Set the mass up that high and you'll get explosions that cover half the system and do enough damage to knock out an undamaged corvette. Hopefully EVN will allow more control over this sort of thing.
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True, but if a station explodes assumedly it would have a huge explosion.

Here's another idea to add to the mix and would keep it from being possible to board the thing. Have it have a crew of 100,000 or so, so it would be realistic, yet also, no warship can defeat that many people.

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Diddly,
"Well, we could grind
our enemies into powder, but gosh, we did that yesterday."

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Originally posted by diddlysquat:
**True, but if a station explodes assumedly it would have a huge explosion.

Here's another idea to add to the mix and would keep it from being possible to board the thing. Have it have a crew of 100,000 or so, so it would be realistic, yet also, no warship can defeat that many people.

**

actually a crew value > 1.0M would be more of a non-capurable garuntee.

~Jedibrass

-oh, and one can set the explosion to be quick with a small explosion. I'm dead serious about this. Check out ShipWrite 1.1.8 and it'll prove what I mean.

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-author of "Dragerron"
-OotS member
-EVO plug developer, & amateur 3D graphics artist.
-Star Wars fan(atic)

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Originally posted by JediBrass:
**actually a crew value > 1.0M would be more of a non-capurable garuntee.

~Jedibrass

-oh, and one can set the explosion to be quick with a small explosion. I'm dead serious about this. Check out ShipWrite 1.1.8 and it'll prove what I mean.
**

You can't set the crew to 1.0m because it only allows something like 100,000 crew. And you're right about the explosion, look in the EVO bible, if you have it under 60 for deathrate it'll be a quick small one.

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Diddly,
"Well, we could grind
our enemies into powder, but gosh, we did that yesterday."

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Originally posted by Crawler:
Yeah, but it wouldn't be able to turn.

Actually what I was meaning was like the gunplatforms in FH, except stationary. It would have turning engines only but no engines for motion. It would have a spin like a normal ship and quite slow turning, but no forwards speed at all. I will make up a simple graphic to demonstrate and post it later.

ewan

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(This message has been edited by Jules (edited 03-30-2001).)

To have it most realisticly, you make a ship with no picture (but a small mask) so you can hit it. Give this space station this ship to defend it, and have only one. You make it's mass as high as possible (32767) so your guns don't move it. Then you give it whatever guns you want, and give it a space station com and target pict. This way, even if it appears out of the way of the station, the shots still come from it. However, the station will still be there when the "defences" blow up.

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Originally posted by Jules:
**Actually what I was meaning was like the gunplatforms in FH, except stationary. It would have turning engines only but no engines for motion. It would have a spin like a normal ship and quite slow turning, but no forwards speed at all. I will make up a simple graphic to demonstrate and post it later.

ewan

**

Actually, the FH platforms were supposed to be stationary, but even with no acceleration and a top speed of 0, they still drift. Making the mass higher might help, I suppose.

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