[GAME] EmptyEpsilon

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Comments

  • daid said:



    @Flea11 feel free to throw ideas, don't even have to be completed templates.

    Here is a fighter bomber, using the current fighter. When I was tweaking it I had a thought, what about tubes with independent loading times? Like for instance, a nuke would be a bit longer to load due to being careful moving, it's bigger, etc. than a homing torpedo?

    Anyways, my template so far: unless you prefer a seperate lua file??


    --Test fighter-bomber
    template = ShipTemplate():setName("Nova-Class Bomber"):setModel("small_fighter_1"):setType("playership")
    template:setRadarTrace("radar_fighter.png")
    -- Arc, Dir, Range, CycleTime, Dmg
    template:setBeam(0, 40, 0, 1000.0, 6.0, 7)
    --template:setBeam(1, 40, 10, 1000.0, 6.0, 8)
    template:setTubes(2, 9.0) -- Amount of torpedo tubes, loading time

    template:setTubeDirection(0, 0):setWeaponTubeExclusiveFor(0, "Homing")
    template:setTubeDirection(1, 0):setWeaponTubeExclusiveFor(1, "Nuke")

    template:setHull(60)
    template:setShields(30)
    template:setSpeed(105, 15, 35)
    template:setWarpSpeed(0)
    template:setJumpDrive(false)
    template:setCloaking(false)
    template:setEnergyStorage(600)
    template:setWeaponStorage("Homing", 4)
    template:setWeaponStorage("Nuke", 2)


    template:addRoomSystem(3, 0, 1, 1, "Maneuver");
    template:addRoomSystem(1, 0, 2, 1, "BeamWeapons");

    template:addRoomSystem(0, 1, 1, 2, "RearShield");
    template:addRoomSystem(1, 1, 2, 2, "Reactor");
    template:addRoomSystem(3, 1, 2, 1, "Warp");
    template:addRoomSystem(3, 2, 2, 1, "JumpDrive");
    template:addRoomSystem(5, 1, 1, 2, "FrontShield");

    template:addRoomSystem(1, 3, 2, 1, "MissileSystem");
    template:addRoomSystem(3, 3, 1, 1, "Impulse");

    template:addDoor(2, 1, true);
    template:addDoor(3, 1, true);
    template:addDoor(1, 1, false);
    template:addDoor(3, 1, false);
    template:addDoor(3, 2, false);
    template:addDoor(3, 3, true);
    template:addDoor(2, 3, true);
    template:addDoor(5, 1, false);
    template:addDoor(5, 2, false);
  • You need to target something for the beams to fire on it. If the beams would auto target that would make it less fun IMHO, as you want to pick your own target.

    https://github.com/daid/EmptyEpsilon/commit/e0f745565603e8dd6ef21b01a6ec84f1431477c7
    Added functions to remove buttons from the GM screen. Just to keep up with Artemis feature wise ;P
  • I like the idea of broadside for the missiles. But I'm wondering why would a ship designer in the future create a space ship that only fire on the sides? And why all the races in the game would use the same layout for their ships?

    Wouldn't it be better to have different ships: some that fire only with broadsides, other that fire forward and/or backward and other that fire with all the possibility?

    I imagine the modern warships that have the mobile canons that can fire on an ark, like it was previously. Why not having some tubes like that? Tubes that can rotate -90°/+90° from the direction of the heading? Obvously, the rotation should take time... I have no idea of the complexity of that kind of setting, so I'm not sure it is feasible
  • edited April 2016
    It could be a *present arms* kind of thing, like for a show of force. If my ship shows up forward facing, you probably don't need to worry, but if we show up with our guns pointing at you, then there's an issue.

    I think about the Bentusi from the Homeworld games with the horseshoe shaped ship. If the horseshoe is positioned opened toward you, they have peaceful intentions. If the opening is away, then all the big guns are now pointed right at you ready to fire.
  • Hi Daid,
    First of all, thank you for the amazing game.

    A quick question,

    Is there any way to replenish the probes of the Relay station?

    Is it possible to add in the gm "Tweak" menu, the ability to add/remove probes? (as it possible to do with missiles).
  • @Daniel G not yet. Probes are currently only re-fillable by docking to a station and waiting.
    I'll put it on my list of simple improvements to make this more configurable and scriptable.
  • That's for targeting subsystems. My question is if the beams autotarget anything in their firing arcs or do I have to specifically target something for the beams to even fire. I've had the case of me firing missiles at a cruiser which I have locked and a couple of fighters flying in and out of my beam arcs. Do my beams autofire at those fighters without me having to put a lock on them?
  • Dr_JT said:

    That's for targeting subsystems. My question is if the beams autotarget anything in their firing arcs or do I have to specifically target something for the beams to even fire. I've had the case of me firing missiles at a cruiser which I have locked and a couple of fighters flying in and out of my beam arcs. Do my beams autofire at those fighters without me having to put a lock on them?

    You have to target the ships crossing your arcs in order for beams to fire at them. You can not fire at multiple targets at the same time.
  • Sorry JT, but yes you need to target then have the target in the arc. It would be nice to have say smaller powered lasers for targeting missiles. With a hit chance. That is low damage so it is used for anti missile, with faster fire cycle
  • Oldar said:

    I like the idea of broadside for the missiles. But I'm wondering why would a ship designer in the future create a space ship that only fire on the sides? And why all the races in the game would use the same layout for their ships?

    Wouldn't it be better to have different ships: some that fire only with broadsides, other that fire forward and/or backward and other that fire with all the possibility?

    I imagine the modern warships that have the mobile canons that can fire on an ark, like it was previously. Why not having some tubes like that? Tubes that can rotate -90°/+90° from the direction of the heading? Obvously, the rotation should take time... I have no idea of the complexity of that kind of setting, so I'm not sure it is feasible

    Reasons could be as simple as technology.. How do Jump engines work..in David Weber's Honorverse it is explained simply enough that the eninges/grav well generators/sails that make jumps and space travel possible are huge field generators that have to be placed at opposite ends on the operational axis with one end creating a 'sail' for jumps and the other providing a minimum field size to protect the aft end of the ship being ripped off by gravitational eddies (by generating intense bands of gravity well which are almost impenetrable. .. Thus weapons can only be fitted Port and Starboard between the bands.. Most Sci-Fi and Scientific concepts for Warp or Jump begin with some form of force bubble which would likely be generated by matching emitters on either end of a vessel. Such may well be so large as to prevent the placement of significant armament for or aft.

  • But I'm wondering why would a ship designer in the future create a space ship that only fire on the sides?
    Because of the anti-gravity drive. (AKA, It makes sense for gameplay, never let something silly as realism come in the way of nice gameplay)
    And why all the races in the game would use the same layout for their ships?
    Single manufacturer, multiple buyers?
    And the Ktlitan have their own ships designs ;-)

    Also, I hope to go over all the ship designs Thursday, and come up with a good plan. As the current ships grew organically and need an overhaul.
  • Targeting missiles with beams was possible in earlier versions, but it was too overpowered.
  • edited April 2016
    daid said:

    Targeting missiles with beams was possible in earlier versions, but it was too overpowered.

    What about dedicated anti missile beam? with a chance to hit? OR maybe only allow fighters (with their speed and agility) able to target missiles? Therefore we have to have fighters escort missile cruisers or bigger ships?

    A turreted missile tubes sounds cool, add the direction control in weapons so they can use arrow keys or a joystick?

    Here are some ideas from my ships I've made in the past (with names in () for flavor) for suggestions and ideas.

    (Sonya) class Anti-Star Fighter Frigate
    (Zucal) class Engineering Frigate
    (Scorpion) class Light Carrier
    (Andromeda) class Medical Frigate
    (Helena) class Light Cruiser (a current ship in my game_)
    (Leah) class artillery gunship
    (Hailstorm) class Rocketboat (many HVLI tubes?)
    Oldar said:

    I like the idea of broadside for the missiles. But I'm wondering why would a ship designer in the future create a space ship that only fire on the sides? And why all the races in the game would use the same layout for their ships?

    Wouldn't it be better to have different ships: some that fire only with broadsides, other that fire forward and/or backward and other that fire with all the possibility?


    For tubes on the side, yes there is advancing aiming, but in most respects (of rpgs, books) larger ships have a harder time to turn around, this game is no shortage of that. The bigger ships take a while to turn or at least the facing takes a while to get to where to aim. Placing tubes on other arcs frees up that issue and increases targets that can be it at any one moment. OR yes, spinal mounted tubes can't happen due to a drive or reactor.


    Daid,
    I was just play testing, and I had a fighter docked to a larger ship. The fighter was full of energy and my big ship was being drained no matter what. Bug or just not finished? Thanks in advanced.
  • Ship2ship docking isn't really finished. But that is a bug. Fixed it.

    Aiming with joysticks/keyboards is a problem for me, as we play on a touchscreen setup ;-)
  • daid said:

    But I'm wondering why would a ship designer in the future create a space ship that only fire on the sides?
    Because of the anti-gravity drive. (AKA, It makes sense for gameplay, never let something silly as realism come in the way of nice gameplay)


    Mmh, Ok I guess. I just don't really want for EE to become a sailing simulator in space.
    I was aware of the antigrav drive theory, but I think, for diversity sake, that it would be interesting to have different technologies leading to different ship designs thus different targeting systems.

    Again, I like the idea of broadside, but I also love the fact that when you have to fight a deadnought, you have to maneuver in between the arcs to avoid being hit.
    But it is true that the broadside system also allow for positionning and strategy to overcome a bigger, slower ennemy.

    I honestly don't know what would be the best. Anyway, I would play the game!

  • Flea11 said:

    Sorry JT, but yes you need to target then have the target in the arc. It would be nice to have say smaller powered lasers for targeting missiles. With a hit chance. That is low damage so it is used for anti missile, with faster fire cycle

    Got it, I was thinking of them as a sort of automatic point defence weapon that auto fired on anything that came into range and not as a primary offensive weapon.

  • Oldar said:

    Mmh, Ok I guess. I just don't really want for EE to become a sailing simulator in space.
    I second that thought. If you think of how lasers are currently being design or even in the Star Trek univese the beam weapons have 360 degree firing arcs. Missles will home in quite a distance away from the direction of fire and torpedos will circle and seek a target until they run out of fuel.
  • Only some ships will have broadsides. It's actually more interesting to have different kind of setups with very distinctive play styles (and weaknesses!)

  • nallath said:

    Only some ships will have broadsides. It's actually more interesting to have different kind of setups with very distinctive play styles (and weaknesses!)

    My point exactly :smile:. I much prefer to have diversity and choice than just one or two possibilities.
  • Have another ship idea, a tanker. With a large amount of energy for fighters in your multiplayer fleet. I'll try and find a model and script it.
  • Oldar said:


    Mmh, Ok I guess. I just don't really want for EE to become a sailing simulator in space.

    If that works for gameplay, I see no problem with it ;-) If we would aim for realism, the game would be no fun.

    At the core it needs to be a fun game, in a space setting, with lasers, and missiles and spaceships.
  • Yeah, that was my only argument for it, is it makes 2D combat with big slow ships way more interesting.
  • daid said:



    At the core it needs to be a fun game, in a space setting, with lasers, and missiles and spaceships.

    I agree. If the game is fun, it is a win for everyone. I have confidence in your ability to make the game fun!
  • While fun should trump realism & over-complexity, I like realism whenever possible.
  • As much as I'd like to input Star Trek style headings (one two four mark seven six), I would probably enjoy it exactly three times, unless the game ran much more slowly; which would take away from the frantic nature that makes it fun.
  • edited April 2016
    Starting to update my quick reference cards with the new graphics ! They are double-faced : the front has a quick summary of the officer's job and lists the main functions of the station. The back has more in-depth advice for playing.

    Front of the Weapon Officer's QR : http://s000.tinyupload.com/?file_id=03873447581736199443

    They are A4-sized, with the aim to be easily printable to hand out in conventions. I may modify the design a bit to add the logo.
  • Is there a way to prevent fighters from recharging energy? That way you have to configure bingo fuel and loiter time? And have rescue missions, but separate from lasers maybe. .
  • I've put up a new build. Mainly contains the missile weapon changes. But also some slight UI fixes.

    Note that the files for the new ship templates are included, but not activated. As those are unfinished. (When they are finished, I will remove the old ship templates, so that means all scenarios also need to be updated)
  • Missile weapons direction is awesome ! thank you !

    I have a suggestion about beams. Could it be possible to have a button (or, as i thinked, a shorkey) to select the nearest ennemy to the playership ?

    In a huge combat, I think it could help the weapons officier, especially if he uses shortkey.

    And, for engineer station, could it be possible to have a button to enable auto_repear (like the shortkey PlayerSpaceship:commandSetAutoRepair(bool enabled) ) ?

    Thank again for this last release
  • Awesome! Canit wait to try it!
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