Realism in EV3, or EV4

You know, a freezer type weapon would be cool, the greater the power, the greater the chance that it will "freeze" you ship and for longer periods of time. Like an ion gun in starwars, it knocks out ships power, but doesn't do any physical damage, leaving them floating in space.

Also for armor, what if they made it more of you hitting it enough in the same place that it will break, then you could also have an outfit "emergency containment fields" which like in star trek, covered hull breaches, so you would have to destroy more of the ships armor, the greater the level of the emergency containment outfit.

Chamrin

Perhaps a motion-blur for fast-moving ships. I mean, when ships warp in, it looks wierd because they are moving super-fast and they aren't the least bit blurry or hard to see.

As for the freeze gun, they have a thing like that in Ares.

Cool... I like I like Ilike...

And yes, a multiplayer version would be most excellent!!! Imagine the Monty Python never working again.....

Filthy Vionion bastards.....

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Very funny, now beam down my clothes. These ladies look rest-less..... uh-oh...

I know! Different weapon lauching positions!!! What I mean is that weapons shouldn't always come out from the very front center of the ship!! Take a look at the needle launcher, doesn't it seem that it should be attached to the wings?? Different ships should launch from different areas! Get it??

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Very funny, now beam down my clothes. These ladies look rest-less..... uh-oh...

Chamrin: Magnetic Emergency containment

Everyone else: Keep the ideas coming.

I've got another idea for a weapon. There should be a radiation beam, that kills part of the crew of an enemy ship. It should run on fuel, so that you could the longer you used it, the more effective it would be; to the enemy and your fuel supply. It wouldn't be like a turret. It would only fire straight ahead. But it would be devastating to small fighters, but not as effective on capital ships. It should weigh a lot, as one check, or it could be part of a mission bit, as another check. or both.

I like the idea of turrets being in different locations on a ship. That way, a ship could target multiple enemies at once. I don't like the fact that we can only target one ship at a time. in the ideal situation, we could target as many ships as we wanted, even ones that aren't directly aligned against you.

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"Happiness is a warm gun"-John Lennon

You don't blow it up, you just, how shall I put it,
"Let the smoke out"-Jack

I want a doughnut. A Doughnut as doughnutty as a doughnut made of flour, water, one large egg, sugar, a pinch of yeast, cinnamon to taste, and jam or jelly filling, depending on preference. Its not a doughnut as something in any way metaphorical. Just a doughnut.

What i meant by the "tell your escorts where to go" thing was you could say that your miranu freighter should go to say, sol and buy some stuff to bring to lothe, while you go through huron, you know how you can plot your course by holding shift well you could have like a list in front of you and tell your escorts to go different places and buy stuff or protect other escorts and also have them doing set trading runs to make you constant money, with random stuff on weather they get killed by hostiles.

Also the thing with the weapon placements has been done already with 1.0.2. You have x and y offsets like the UE fighter now fires from it's two guns.

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"How can I make it go faster?" -Me-

There seems to be some thought here that you can not target multiple ships with your fighters! Allow me to explain to you what I've been doing since EV:
1. Unload some fighters.
2. Tell them to kick some ass.
3. Unload some more fighters.
4. Target a different ass for them to kick. Tell them to do so.
And there you go! I hope it has been enlightening.
-david-

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Graphics. Games. And more...
(url="http://"http://www.meowx.com")Meowx Design Studios(/url)

Quote

Originally posted by Meowx Design:
1. Unload some fighters.
2. Tell them to kick some ass.
3. Unload some more fighters.
4. Target a different ass for them to kick. Tell them to do so.

But that makes all of the fighters that you've launched do that, as the 'attack target' function applies to all of your fighters, not the ones that you just launched.

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Scientists have discovered that the leading cause of death is birth.

These are all awesome ideas, but some of them just can't be done in plug-ins. I'll see how many of the ideas i can remember...

Hydrogen/freezer torpedos-
That sounds pretty cool. I could make the weapon, no problem. There is a very remote chance i could find a way to make sparks and stuff when it hits a ship, but i dought it. And there is no way i could make the ship break apart, or the screen trun white when you're hit. that would require re-writing the game code.

Miltiplayer-
Awesome idea, but no way i could do it.

Increasing the systems in EVO-
Great - i'll run out of ship/dude/govt slots, so a ton of the systems will have to use the same of those three, but i have an idea to get around that.

Just a second - i have to go check what the other ideas were...

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Ok, i'm back...

Having a secret Base on an uninhabited world-
Maybe possible through missions, but you wouldn't be able to choose where it was or anything.

Give escorts more advanced instructions (MH Freighter, you go here, buy x tons of this, go sell it here, and meet me back at here)-
Once again- awesome idea, but there is no way to do that with a plug-in. That's for the guys at Ambrosia who are coding EV3

3/4 Graphics Persecptive-
That does look awesome, but whoever that was had a good point - it would make our(plug-in developers) job a ton harder.

Showing percent of armor left-
That i can do, if everryone thinks it's a good idea

Radiation Beam-
Sorry to have to say this so much, but that one's also for the Ambrosia crew.

And one more imposibility- there is no way that the graphic of a ship can change during battle or any other activity. That's a great idea for Ambrosia.

Now i have a lot of ideas i came up with myself. Most are minor changes that would imporve the game

*Bounty Hunters and Derelict Decoys will appear in Renegade infested North tip/South Tip areas, not just north of the Proxime Nebula

*Heavy Fighters and mid-sized trading vessals will have afterburners

*Any ships that are intended to be in combat zones will come with escape pods

*The captins of Freeport will always protect that system(they will always appear there)

*Things in the galaxy will change without you doing anything that has anything to do with them

*More fleets, persons(S.S. Sparky, etc.), disasters, etc.

*Make persons that are called thier ship name, the only difference is they have a few differend weapons (just a loop-hole i found so ships will not always have thier standard weapons)

*Mercenaries will appear anywhere where there are Renegades

*Emagara Cannon/Truuent uses ammo(shells would only be 1-2 credits each and weigh nothing)

*Make a few strings of missions that the player has to look for (hidden strings)

*Bases that are devoted to scientific reasearch each have a few unique outfits that only they sell

*Freight Curiors appear in UE space on thier way either to or back from the Voinian frontier

*The council has more than one ship partoling the galaxy

*You can run a few misc errends for the council - but they just pay you and they never tell you anything about why you're doing them

*A fake ID would give you a clean record across the galaxy, not just in a little part of it

*Turrents don't take up gun slots

*The Nadir's transponder code will appear as "Outcast", not "Renegade"

*The Nadir appears in ind. systems prior to his destruction

*Strandless Milita uses Aradas too, and Lizaras, but the last one is rare.

*Once you're working for the UE government, you can ocasionally take missions fom other departments(UE Search and rescue, UE exploration)

Ok, i guess that's enough for now. But still, keep the ideas coming! The more the better!

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Quote

Originally posted by Jack:
The rest, such as armed spacestations, probably should be in plugs.

No, this is one of the things EV needs. SPOBs need defense grids in the name of future reality. Imagine you're building a big honkin' space station. If someone in the sector messes with you, wouldn't it be nice to have a bit of firepower strapped to the station? yup.

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Ummm.... no, but we do have newtonian physics which dictate how a ship like that would handle given its mass and velocity. It's something you could figure out with an upper-level HIGH SCHOOL physics class, if not less. Of course once you crank the speed up for warp and what not, newtonian physics starts to break down.

Basically, it's not that difficult to implement a realistic physics engine.

Quote

Originally posted by Neclord:
**Just pointing out that in real life we do not have giant cruisers, so we do not know how they will perform!

**

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Quote

Originally posted by Andrew M:
(B) But that makes all of the fighters that you've launched do that, as the 'attack target' function applies to all of your fighters, not the ones that you just launched.

no, fighters won't engage another target when you tell them too until they've destroyed their first target.

But better fighter and escort controls are needed.

Chamrin

I am a hypocrit. I have decided that huge ships can be as fast, but not as maneuverable (sp?), or have as good acc as fighters.
Think about it. Great big ship (dreadnought)=great big engine. All you need to go fast is a big engine. Fighters can't carry big engines, cause engines are too big, and fighters also don't have a large enough power source.

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"Happiness is a warm gun"-John Lennon

You don't blow it up, you just, how shall I put it,
"Let the smoke out"-Jack

I want a doughnut. A Doughnut as doughnutty as a doughnut made of flour, water, one large egg, sugar, a pinch of yeast, cinnamon to taste, and jam or jelly filling, depending on preference. Its not a doughnut as something in any way metaphorical. Just a doughnut.

No no no, Jack. Gravity is no longer a factor in space for the most part BUT MASS will always be a factor!! And the size of the engine is no matter. Think, a diesal engine is huge, but it just puts out pulling power, not speed.. Speed and size are not partners when it comes to engines....

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Very funny, now beam down my clothes. These ladies look rest-less..... uh-oh...

what'd also be neat is if your ship blew up like in maelstrom...
then have a shockwave opengl rendered star of david type explosion 😉
well, that would be a tad bit excessive. but the explosions do suck. fireball = yeah, ok, but...

oh, and cham, your thing with destroying sections of ships... that sounds like smash levels in carmageddon. which would be damn cool.
in fact, it could just be a transparant layer that's like the bottom layer of a ship sprite...

oh well, TiEV's calling, waiting for me to watch it crash again...

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"the bathroom ain't preety, let's keep it that way." - Adam Corrola

(url="http://"http://calcwire.calc.org/tiev.shtml")Calcwire: Ti-EV(/url)
~ Robin ( (url="http://"mailto:funky_cheeze@usa.net")mailto:funky_cheeze@usa.net(/url)funky_cheeze@usa.net

I never said gravity was a factor. And engine size does matter. Think about it. Say your ship runs on antimatter ok? And say one anti-ton of antimatter makes your one ton ship go a speed x ok? so, a larger ship would have to burn more anti-matter to go at speed x? The larger the object to be moved, the larger the explosion has to be relative to the engine.

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"Happiness is a warm gun"-John Lennon

You don't blow it up, you just, how shall I put it,
"Let the smoke out"-Jack

I want a doughnut. A Doughnut as doughnutty as a doughnut made of flour, water, one large egg, sugar, a pinch of yeast, cinnamon to taste, and jam or jelly filling, depending on preference. Its not a doughnut as something in any way metaphorical. Just a doughnut.

Jack, Cellist at Large

If the Ambrosia crew is reading, why must we do a 180 to slow down? Yeah, I get the concept---but can't we could in retro rockets or something? Jeez... they could even work realistically if you figure the ship's mass in. Of course doing a 180 and thrusting opposite your motion would still have the same effect... it'd just be cool to have the option of slowing this way... think of it... how many times have you come in headlong only to have to do a 180 to stop? Sucks, doesn't it, especially if you've got a fighter or want to bring your secondaries to bear directly on target.

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Yeah, it's pretty cool how you can do that in Ares.

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"How can I make it go faster?" -Me-

Quote

Originally posted by Robin:
**what'd also be neat is if your ship blew up like in maelstrom...
then have a shockwave opengl rendered star of david type explosion 😉
well, that would be a tad bit excessive. but the explosions do suck. fireball = yeah, ok
**

That actually might be possible. The have better explosions somewhat like that in Magma 2.0 (kick ass plug-in) for smaller ships. but it wouldn't work too well for larger ships, because of all the mini-explosioins and sparks as a large ship blows up. Every little mini-explosion before the big boom would send out a shockwave equal to the big boom's. Wouldn't make too much sense. actually, the big boom would send out several shock waves.

Also, speed is determined by the porportion of mass to acceleration, so if you had a huge giant engine on a large ship, you could gain pretty good speed. So I think that larger ships should start out slow and clumsy, compared to fighters/smaller craft, but you can buy huge engines to increase the speed/maunverability. But the engines would have to be huge, maybe around 75-85 tons. Anything below 60 tons could be put on an Arada, so that's not the greatest idea, and another minor detail - anything below 75 tons could be put onto an Emagara(sp?) Fighter, but then it would have no room left for weapons, making it pretty useless.

Also, one more thing - I'll proably need some graphics for this plug, which i can't do. Any volenteers?

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