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i was wondering (i lack the ability to make or even investigate ideas for plugs, because i use basilisk on my pc - my mac wont run games better than evo very well) would it be possible in a plug to make a weapon that had "critical hits"? could you make a set damage that was relativly low, and then on a randomly small percentage of hits do phenomenaly larger damage? also, could you make a ship that took damage normally, but then sometimes took triple damage or such from hits? imagine a ship like a pinto hatchback. just as safe as any other car, but if it gets rear-ended: BOOM! fueltank! it might be a good feature for the used ships. outdated models with safety issues corrected in later models.
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this request probably belongs in the developers section of the boards, bro.
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It does not at first sound like something the engine is capable of. However, perhaps some clever person over on the Developer's Corner could figure out some way to make it work.
iMove.
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Quote
Originally posted by Slagblah: **It does not at first sound like something the engine is capable of. However, perhaps some clever person over on the Developer's Corner could figure out some way to make it work.
**
yes, you are right. thanks for the imove.
Originally posted by Dweezle: **yes, you are right. thanks for the imove.
Well when you think about it, If he's talking about it it was an imove, but if you're taking about him doing it then it was a umove.
I don't think this is really possible. And would you really want it anyway? I wouldn't.
~A~
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Originally posted by Azdara: **I don't think this is really possible. And would you really want it anyway? I wouldn't.
I would. It'll make Nova more like a RPG (yes, i like RPGs). Sadly, i don't have any working way of doing that.
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i was mostly curious, it wouldnt be something i would like to see in the default nova scenerios, but maybe in a tc, or maybe just a plug that adds a new weapon. for example, a energy weapon that has some sort of oscilating frequency; mostly low powered, but when it matches frequency with the sheilds it blows the crap out of them. or maybe a really small railgun that does less damage but its smaller size allows it to occasionaly slip in some crack in the armor and do serious damage. and i thought the use of a "critical recieving ship" seemed apropriate for a used one.
from the few (and frequently incorrect) things i know about the nova engine, weapons cant do random damage within a range can they? what im suggesting is a fixed damage for a weapon and then a random percentage of doing another different fixed damage, which is probably still imposible to do.
I have a workaround for both cases. If you want a ship to be particularily vulnerable in certain areas, give it and extremely low shield value (like 10 or something) and give it an invisible point defense system instead of shielding. The point defense system would kill any weapon with 1 hit and could drain energy (the equivilent to a shield running down). However, to have it so that certain shots would be obscenely more powerful than normal, the occassional shot could slip through the point defense system and hit the ship directly, this being accomplished by giving the point defense system an inaccuracy. This would unleash the damage of the weapon on the ship instead of the point defense system. Lastly, this would also let you put "shield blind spots" on the ship by telling the point defense turret to have blind spots. Never been tested... anyone have an opinion on this design? I'm gonna need it for the TNJO plug, and it looks like Dweezle might too. (edit) Just thought of something else too. How about having the weapons actually be carriers for a more powerful submunition with the same graphic? When the initial shot runs out of range, it releases the identical submunition-- that being when the shot "destabilizes and becomes more deadly"-- and from that range on it did alot more damage? You could easily tell the submunition to be extremely short range... this would make it have a small probability of hitting the target with the "destabilized" blast. (/edit)
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(This message has been edited by Gemini14 (edited 07-07-2003).)
brilliant gemini, that a very clever way of acheiving that effect.
A workaround that would work for AI ships could be created by giving the ships two weapons - one a normal one that does normal damage, and one a 'critical' one that fires at, say, 1/200th the rate of the normal one, but does 50 times the damage. Occasionally the critical one would get you and you would have problems.
However, that has several obvious disadvantages, so is probably a waste of time.
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Edit whoops, nevermind.
(This message has been edited by Mantaray (edited 07-07-2003).)
Originally posted by Mazca: **A workaround that would work for AI ships could be created by giving the ships two weapons - one a normal one that does normal damage, and one a 'critical' one that fires at, say, 1/200th the rate of the normal one, but does 50 times the damage. Occasionally the critical one would get you and you would have problems.:)
That is what I was thinking. Either do that, or add another invisible weapon using the Gxxx field in the original weapon's onPurchase field, and Rxxx for the onSell field. The secondary weapon would be much slower than the original, and both weapons would have to be primary weapons. You could probably even use the BurstReload of the original weapon, and get the shots to sync perfectly.
Unfortunately, this cannot be random, and so will be more predictable than not.
Any other ideas?
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Originally posted by SpacePirate: **That is what I was thinking. Either do that, or add another invisible weapon using the Gxxx field in the original weapon's onPurchase field, and Rxxx for the onSell field. The secondary weapon would be much slower than the original, and both weapons would have to be primary weapons. You could probably even use the BurstReload of the original weapon, and get the shots to sync perfectly.
The problem with a extreme recharge weapon is that it will always fire on your first shot. So no matter what you would get a great hit if you aimed good before hitting fire.
What you could do is make a second invisible weapon with the on buy onsell just like the other, that shoots an invisible homing missle with no turning as the weapon its supposed to mimic. give it a miss factor of 180 degrees and a recharge rate to let it hit as often as you desire. Beeing a guided missle it would not hit and destroy ships in random disrections when it misses your main target, and having no turning it wouldn't hit unless it randomly was fired in the correct direction. You might need to make the missle's sprite one black pixel as I doubt you can use nothing
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Ooh, nice idea with the randomization, but the critical on first shot may be a problem. However, your randomization factor may fix this to an extent.
/me plays around with it.
Originally posted by Rick_Hardslab: ** The problem with a extreme recharge weapon is that it will always fire on your first shot. So no matter what you would get a great hit if you aimed good before hitting fire.**
I know, that occurred to me when I stated the idea in the first place... I simply posted it in case someone could get over that problem, which you seem to have managed.
** What you could do is make a second invisible weapon with the on buy onsell just like the other, that shoots an invisible homing missle with no turning as the weapon its supposed to mimic. give it a miss factor of 180 degrees and a recharge rate to let it hit as often as you desire. Beeing a guided missle it would not hit and destroy ships in random disrections when it misses your main target, and having no turning it wouldn't hit unless it randomly was fired in the correct direction. You might need to make the missle's sprite one black pixel as I doubt you can use nothing**
An excellent solution, karma++.
I was trying to think of some way I could bring randomness into the weapon firing sequence, but that didn't occur to me. Nice one.
Maybe some combination of decay and sub-munitioning. It will decay over a short period, and it will sub-munition over a short period into a single identical missile. That way, slight differences in range will significantly affect the amount of damage done.
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