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Two Ideas - Printable Version

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Two Ideas - ophidian - 02-16-2010

EMP bomb (insta disabling everything in vincinity - friend or foe)

and

Jump Field (creating a small "escape hole" for little craft to jump without running to JHs or gates - it can be a special type of ship with a special weapon class - like the counter ship of an Interdictor cruiser)


Is it possible to handle these implementations with the current engine or through hook?


Two Ideas - Jeremy Hunter - 02-16-2010

Dude, the mini escape field would be AWESOME!
I wouldnt have to fly through Alaska wto return to Minor!
I vote for that one!
SOmeone, please tell me theres a way!
PLEASE!


Two Ideas - Alex. - 02-16-2010

Well the jump field thing wouldn't work, as it would involve moving a player across systems - which would force you to beam, therefore limiting your destination to a base, instead of a place in space. And you wouldn't get the jump tunnel thingy.

EMP Bomb? I think /abusetoy would be more useful.


Two Ideas - Vape - 02-16-2010

' Wrote:Well the jump field thing wouldn't work, as it would involve moving a player across systems - which would force you to beam, therefore limiting your destination to a base, instead of a place in space. And you wouldn't get the jump tunnel thingy.

EMP Bomb? I think /abusetoy would be more useful.
Actually, not true, if i recall correctly, the Tides of War mod had something like this


Two Ideas - crimecities - 02-16-2010

While both of these ideas won't work in Discovery, I'm assuming this thread is about the technical aspects of it.

Jump field MIGHT be doable through FLhook. Basically you would have to dump the player into a predetermined point in space, which I'm not sure is doable.
However, you could modify the .beam command (admin command that teleports players to bases) to allows players to teleport themselves to specified bases.
EDIT: Ninja'd on this.

As for the EMP bomb, that might work by draining energy, similar to cruise drain. If you drain a ship's engines completely, they can't cruise either. (Which is why cruise drain leaves you with a sliver of energy) Programming the area-of-effect will be tough, but it has been done before (See: Admin .killall command). Having it target a specific ship is definitely doable. Alternatively, make a pulse-based missle with a massive blast radius, and using that to take out shields/energy.


Two Ideas - Alex. - 02-16-2010

' Wrote:Actually, not true, if i recall correctly, the Tides of War mod had something like this
There IS an old version of FLHook that allows this, yes.

Have we got the ability to do it at the moment? No.


Two Ideas - Jeremy Hunter - 02-16-2010

Figures,
Stupid Alaska.


Two Ideas - Cannon - 02-16-2010

Both things are possible with enough work.


Two Ideas - ophidian - 02-16-2010

Yes I am more on the technical side of it as it needs time and discussions about good bad effects of such implementations before actually turning into ideas suggested.

First is to understand the capabilities, if any, of such implementations.


EDIT: Ninja'd by Cannon, yay:)


Two Ideas - ophidian - 02-16-2010

Oh, Cannon, would it be possible to implement a jump-interdictor ship / weapon then? Like rendering the JH's inoperable for a duration, similar like the cruise disruptors?