Nova Wish List

No, this isn't a feature demand (or kind feature request). It is simply a topic to post things that people want to be able to do in Nova, and haven't been able to actually do. Then people can throw around some ideas and maybe come up with a solution. People on this board are usually very resourceful, and I'm sure we can solve many "wishes" given the many features actually in the game.

I for one would like to be able to have a weapon shoot only when the KeyCarried type ship is not onboard. It is fully possible to have a weapon fire only when the KeyCarried type ship is onboard, I just want the opposite. I was thinking there might be a workaround using an ncb or two, but I'd like to hear other ideas.

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"What goes up must come down, unless it reaches Escape Velocity and flies off to Palshife to join the Rebellion."
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how about outfits which have the ability to modify a ships sprite...

example: you buy a railgun, your ship now appears to have a railgun

i've heard about the ability to make the ship have a different sprite when a weapon is fired, so if you have externally docked fighters, when you launch them all they dissapear, but i dunno...

would be neat, because then you could decorate your ship with decals and stripes, and polkadots, and... 😄

how about making fighters actually have mass... you know?

like, so that a 10 ton fighter actually weighs 10 tons in your ship's weapons space... this would account for bays being so light (in classic EV i fitted a hawk bay on a lightning, but that was classic EV)

okay, i've said too much

chill 😉

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uh... A hawk bay on a LIGHTNING? Wasn't the bay like 50 tons? I doubt you could have fit THAT. Besides, the bays are supposed to store and service the fighters. Meaning you put the fighters IN the bay. Taking up more weapon space makes no sense. Now in the case of the Manta, though, you make a really light bay (call it a docking mechanism) and then the Manta take up weapon space because it was supposed to just dock to the ring of the rebel cruiser...

Matrix

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Captain: What happen?
Mechanic: Someone set up us the bomb!
Operator: We get signal.
Captain: What!

Heheh, this reminds me of the plug that gave lightnings lightning bays.

What that caused can be described in one word...

...Chaos.

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What have I done?
(url="http://"mailto:ransom582@mac.com")mailto:ransom582@mac.com(/url)ransom582@mac.com

Quote

Originally posted by Ransom Arceihn:
**Heheh, this reminds me of the plug that gave lightnings lightning bays.

What that caused can be described in one word...

...Chaos.

**

I did that once with mantas. Lots of fun :).

BTW, I tried to figure something out for my "wish" but it doesn't look like it can work. Anyone have other ideas? I may have one more...

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"What goes up must come down, unless it reaches Escape Velocity and flies off to Palshife to join the Rebellion."
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Quote

Originally posted by Whurp:
**how about outfits which have the ability to modify a ships sprite...

example: you buy a railgun, your ship now appears to have a railgun**

Use the OnPurchase (in the oütf resource) field to change your ship via the Cxxxx set expression, and the OnSell field to switch it back. It would be pretty hard to do (you'll need many variations for the combinations of weapons and some extra ncbs too), but it is possible. I'd recomend keeping such altered ships to a minimum, otherwise you'll drive yourself nuts. Prehaps only one weapon is large enough to be seen well, or use extensive cröns to make sure you are in the right variation at any given time by what oütfs you have. I would be even harder to account for every single weapon of a certain type (2 medium blasters visible instead of just one), but that may also be possible with extensive cröns and extra ncbs used in complex expressions to let the engine know how many bits you have. Even then, you might run into a problem if the engine only computes such things when leaving a planet, instead of every time you buy a weapon. A workaround of that would be to make many different copies of one weapon (heavy use of OnPurchase, OnSell, and Availibility), like one that goes on the right of the ship, versus one that goes on the left or center. It wouldn't act the same, but would be slightly easier in the crön resources and internal calculations that you'd have to do.

I can go into more depth on this if you wish, but keep in mind it would be an extremely difficult task to make it realistic and broad-ranged.

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"What goes up must come down, unless it reaches Escape Velocity and flies off to Palshife to join the Rebellion."
(url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/TheChallenge101.sea.bin?path=evn/plugins&file;=TheChallenge101.sea.bin")The Challenge(/url): A deadly test of skill and power (new version 1.0.2 coming soon)
(url="http://"http://homepage.mac.com/mrxak/Haikus/haikus.html")The Haiku Archive(/url): Collected Works of the Rabid Haiku Generator

Quote

Originally posted by mrxak:
**Use the OnPurchase (in the oütf resource) field to change your ship via the Cxxxx set expression, and the OnSell field to switch it back. It would be pretty hard to do (you'll need many variations for the combinations of weapons and some extra ncbs too), but it is possible. I'd recomend keeping such altered ships to a minimum, otherwise you'll drive yourself nuts. Prehaps only one weapon is large enough to be seen well, or use extensive cröns to make sure you are in the right variation at any given time by what oütfs you have. I would be even harder to account for every single weapon of a certain type (2 medium blasters visible instead of just one), but that may also be possible with extensive cröns and extra ncbs used in complex expressions to let the engine know how many bits you have. Even then, you might run into a problem if the engine only computes such things when leaving a planet, instead of every time you buy a weapon. A workaround of that would be to make many different copies of one weapon (heavy use of OnPurchase, OnSell, and Availibility), like one that goes on the right of the ship, versus one that goes on the left or center. It wouldn't act the same, but would be slightly easier in the crön resources and internal calculations that you'd have to do.

I can go into more depth on this if you wish, but keep in mind it would be an extremely difficult task to make it realistic and broad-ranged.

**

You'd have to make all weapons have the flag that makes them stick with the player if a mission changes the player's ships (as opposed to buying a new ship or capturing one).

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Kevin Ballard
(url="http://"mailto:kevin@sb.org")mailto:kevin@sb.org(/url)kevin@sb.org

Who knows how I can have a beam weapon have a "charge up time?" Is it possible? If not, is there some way I could have the game display some graphic when the beam weapon had "cooled down" so to speak? I'm trying to make a ship with a really big, bad, main gun, but it's gotta have this charge up/down time or it seems really funky. I want it to fire about once a minute and have it just obliterate stuff.

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You are not your $2000
piece of software.
-Fight Club, sort of.

Use "unfolds to fire" in the shän resource - see the Asteroid Miner for an example.

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"A taco is merely a rigid, deformed tortilla."
- Thomas Castiglione
"There will be MUCH CRUSHING!"
- Pink

I forgot about that. I couldn't remember if the unfolds to fire happened before the weapon actually started firing... I should have just thought about it "Unfolds to fire" means that it has to unfold first.... duh. But to VirusT, it doesn't have to necessarily fold or unfold. You can have an energy glow or something to say when it's ready. Just make sure that you tell nova to put a lot of ticks inbetween each graphic or you'll find yourself with a REALLY LONG animation!

Matrix

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Captain: What happen?
Mechanic: Someone set up us the bomb!
Operator: We get signal.
Captain: What!