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ENGINE's Idea - Printable Version

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ENGINE's Idea - sobuor - 08-25-2009

so i was think it's kinda limiting to have every only able to go there preset ship speeds


so i suggest and i know balancing of this wouldn't be easy

but we add in some equipment to the shield and thruster equipment screen

Engine
cooling system
power system
and as always the thruster

now here's the idea

engine- effects top cruise engine speed

power system -effects impuls speed and limited over all ship power out put (coule make the nomad power cell usfull for once )

cooling system -effects the effectness of thrusters and cruise engines
and thruster well they would stay the same i think

now i am also suggesting the cruise engine's over time would over heat say a stock cooling system would have you over heating after about 60-70 k (this would mean the adding of an engine temp meter on main screen )
and i'll also suggest that you could burn you engine's out and be forced to ship around at really slow speeds
till you replace it

so say mybe have top cruise speed go between 300-450
thruster mybe between 140-220
and implus speed between 70-110
and if you burn out you engine speed would only be like 20

now i know this idea needs some work so go ahead make suggestion tell me what you think
improve on my idea please

i think this would add alot of rp posabilities if done right




ENGINE's Idea - Implosion - 08-25-2009

I like the idea with the overheating cruise engines.Maybe it can made as a thruster.When you engage cruise,the meter that shows you the Thruster status will go from 0% to 100%.
The Game will be way more realistic if it's done.
But,I think that's not possible without the source code.I'm not sure though.


ENGINE's Idea - ... kur nubÄ—go? - 08-25-2009

Leeve the game aloun.

Its arcade. It will enver be a simulator, and believe me you dont want it to be a simulator.


I say no.

1) Speed mod ussege.
2) Convers, messes up the oldschool freelancer gameplayto much.
3) I personaly don't like it.



ENGINE's Idea - sobuor - 08-25-2009

' Wrote:I like the idea with the overheating cruise engines.Maybe it can made as a thruster.When you engage cruise,the meter that shows you the Thruster status will go from 0% to 100%.
The Game will be way more realistic if it's done.
But,I think that's not possible without the source code.I'm not sure though.

yeah never modded with freelancer don't know if it's possable or not with out source code
most ever modded was easy things like to mod civ3
and this brings up another question
is there anyway of figgering out the source code?
becuase by now if they haven't given it to us yet i don't think they
but then if it could be figgerd out wouldn't have someone done it already ?




ENGINE's Idea - AJBeast - 08-25-2009

That would be awsome BUT it is most probably a pain to code and an even bigger pain to balance....


ENGINE's Idea - Cellulanus - 08-25-2009

Lets put it this way:

The game was originally suppose to have a feature where you could upgrade your engines as well as some other equipment, however this was dropped from the final game due to development time or something.


If it was hard for a team of professionals to do it, how hard can it be for a loosely organized group of modders to do it?


ENGINE's Idea - chovynz - 08-25-2009

No that hard actually Johann.

I was thinking about engines in the shower earlier today, but my thoughts went on a different track.

You could have different types of engines for different reactions. Coupled with a (FLHook?) timer that cuts your engine at a certain time.
Lets pretend that engines can be customised. Lets pretend the engines are mounted on an Advanced Train.

Key:
Worse, Normal, Better

The "Transport" engine types:
  1. A standard one, medium timer, medium energy. normal cargospace, normal cruise speed.
  2. An efficient one, Longer timer, medium energy. normal cargospace, normal cruise speed.
  3. A faster one, short timer, medium energy. takes more cargospace, Faster cruise speed.
  4. A powerful one, short timer, Lots of energy. takes more cargospace, normal cruise speed.
This is for the "transport" class of ships. I can see traders outfitted for fighting, or outfitted for running, depending on what they wanted to do. Run or fight?
I'm hoping with some tweaking this idea would enable us to get rid of
"No piracy in capital ships" &
"No using cruise to catch up"

Because with this kind of idea you would choose what engine you had. If you can't manage to outrun a pirate, then either change engines, or change tactics.

Capital ships might need to stay the same as now, or a simpler version.

Fighters...I'm not sure they need this. Perhaps.


ENGINE's Idea - Agran Harper - 08-25-2009

All in all I believe it to be possible to make that happen, from the point of view of a modder. I know for certain, that we could make "impuls engines" upgradable and customizable for that matter, but the question is, if that is a goal to reach. Definitely, you could give each ship type by default a different engine. The different cruise speeds should be possible either.

Now here comes the tricky part; cooling system as in "cruise system needs energy" would be even more of a legerdemain in Freelancer, as you cannot have two thruster counts shown, because basically, the coolant system IS a thruster countdown. If FLHook should be needed to calculate every cruise engine of every player ingame; you got the lagghole, most likely.

The only solution to that would be (IF this works that way, mind you) ; the thruster energy is used for the thruster AND the cruise engine. So that means the thruster you mount would also determine the length you cruise. Perhaps I talk bullcrap and both can be handled seperately, or they cannot be linked with thruster drain at all.

What I am completely uncertain about is the cooldown stuff. The thruster energy gets up instantly as soon as you cease thrusting (or cruising for that manner). So here it goes, I don't know if you could add a cooldown to the cruise engines. If there was such thing, then you have to be advised that it would ALSO kick in everytime you deliberately deactivate the cruise engines.

' Wrote:Lets put it this way:

The game was originally suppose to have a feature where you could upgrade your engines as well as some other equipment, however this was dropped from the final game due to development time or something.
If it was hard for a team of professionals to do it, how hard can it be for a loosely organized group of modders to do it?
You have to view it from a different angle; they did not have the time to do it the way they wanted to. They tinkered so long to create a modular system as we know it to be, and then basically rushed to manifest the actual game around it. So yes, the game presents us with a multitude of functionality, the only thing the Developers lacked, was time on the long run. The tools lie in front of us, but it takes plenty of time to craft, given the nature of the game... because, there is not really much of a "source code" as the majority of the game is written with a script language, that runs ini files.

So, bottom line;
Different base sub-cruise speeds: possible.
Exchangable sub-cruise engines: possible.
Different & exchangable cruise engines: possible.
Cruise Engines running dry: perhaps? I dunno
Cruise Engine reactivation cooldown: rather unlikely but; perhaps?
Ensuring diversity as Hyong Soong presented: seems possible, but;
Suitability in THIS mod: I have not the foggiest?


ENGINE's Idea - Birdtalon - 08-25-2009

Teh enginez are fine as they are.
Leave dem enginez alone:D


ENGINE's Idea - Vergil - 08-25-2009

No.

Changing a core aspect in the gameplay and fighting? Noooo. Hard to code and IMPOSSIBLE to balance, we can't even do it with thrusters, because, come on, when was the last time you saw a dude with a cheetah thruster?