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more realistic deaths

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more realistic deaths
Offline JIVA
06-13-2011, 07:48 AM,
#1
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Posts: 380
Threads: 19
Joined: Jan 2008

the idea is as follows:

upon death, a ship that was just destroyed, is being replaced by the very same model of the ship - but labelled "wreck". it does NOT spill its content just cause it explodes ( the first time ).

each wreck has hitpoints according to its initial hitpoints /3 ( or something ) .... no CAU or AU counts into that. ( so that a zoner juggernaut ends up with 500k hitpoints )

each wreck can then be shot by the survivers to "drop" bats/bots and or cargo. a Wreck disappears after like 5 minutes of "no player in its sensor range".

shooting a wreck produces an exorbitant amount of scrap metal! - ( like battleship: 3000 units ) - but cause this "source" only stays very shortly and only in rather hostile enviroment ( fight ) - a junker would need to be quick - or linger on the edge of the battlefield like a vulture - which is kinda inRP i think.

edit: ( in theory it might even be possible to flag a wreck: "wreck of [name]. destroyed by [name2], [timestamp]" )



the effect of it RP wise:

- you can take nicer photos containing "Wreck of [name]" instead of a blue message. - even if it hasn t been you who destroyed it - but it adds flavour

- even if the bats/bots that are dropped in a group fight are not such a problem anymore ( see 4.84 bombers who SNAC fighters and end up with a neverending supply of bats bots ) .... it still adds a more tactical decision to shoot a wreck instead of an enemy.

- tactical wrecks remain in space ... fighters can use it for cover if its a warship. ( + we have "tight-fit" boxes in 4.86 ... so a fighter could actually REALLY find a sniper spot between the shell pieces of a juggernauts forked tail for example )

- although it might increase the demands on the system - a big group fight becomes a scrap field.



is it possible?

- in theory it is... death is a trigger - and the trigger can trigger a fancy fuse ( explosion ) - but also spawn stuff ( chunks )

- do we have wreck models for every ship? - no... but we could also use the normal shipmodel


main problem:

- does it cause confusion when ppl in a hot fight still see aparently operational fighters which are wrecks? - yes.. thats the problem when you don t have a wreck model for each ship - which is unlikely to happen.




but i d still like to have feedback on that.

[Image: JIVA_Sig_zps4e7f97f1.png]
the [JIVA] group
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Offline Hell Hunter
06-13-2011, 08:14 AM,
#2
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Posts: 1,487
Threads: 80
Joined: May 2009

How would they have bats/nanos in them if they didnt hav eit anyway?
Most deaths are by draining nanos away in pvp

[Image: discosig_zps7bb5682f.png]
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Offline Jaika
06-13-2011, 08:15 AM,
#3
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Posts: 478
Threads: 91
Joined: Jan 2010

Sounds good, but maybe fighter wrecks are not needed. INRP when you hit a ship and it takes critical damage that will trigger a chain reaction in the reactor and the ship end up instantly in pieces.

There is no such thing as too much firepower.
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Offline JIVA
06-13-2011, 08:25 AM,
#4
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Posts: 380
Threads: 19
Joined: Jan 2008

yes - fighters might not need to leave wrecks ...


what a ship contains should be based on what it was destroyed with - so yes... you might end up with shootnig a battleships wreck ... and end up with "only" scrap metal. but no bat / bot

[Image: JIVA_Sig_zps4e7f97f1.png]
the [JIVA] group
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Offline Shagohad
06-13-2011, 09:31 AM,
#5
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Posts: 2,055
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Joined: Jul 2007

But can something like this be implemented? Is it within game mechanics to make this happen?

[Image: Tyrael.gif]
"THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!"
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Offline Ntei
06-13-2011, 09:41 AM,
#6
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Posts: 289
Threads: 26
Joined: Sep 2010

i like the scrap metal idea
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Offline JIVA
06-13-2011, 10:18 AM,
#7
Member
Posts: 380
Threads: 19
Joined: Jan 2008

@Shagohad:

basicly yes.... when a ship is being destroyed, it can trigger an event. that event can then spawn various effects. - for example:

- fuse: your ship shows a script of explosions as we have them now
- spawning stuff: like the osiris - it can spawn models of chunks... and or simply a model of the ship that was destroyed - or a cloud of debris ( not used really, cause that would put the server to a lot of stress )
- each spawned object can of course have specific properties, like carrying a set amount of a commodity - and/or carry part or all of the cargo of the playership.


all in all - the idea is to make ships - especially big ships - to be more persistent in an enviroment. - in practice however... fights move around quickly - so even if a battleships hull stayed in space ... the fight would quickly move away from its severed hull.


but technically - it is possible... you can spawn any amount of rediculous stuff, too - like you can make a player osiris spawn 4 NPC osiris if you really felt like it.

[Image: JIVA_Sig_zps4e7f97f1.png]
the [JIVA] group
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Offline Enoch
06-13-2011, 10:34 AM,
#8
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Posts: 1,252
Threads: 18
Joined: Oct 2010

That's a cool idea. However,

Quote:- spawning stuff: like the osiris - it can spawn models of chunks... and or simply a model of the ship that was destroyed - or a cloud of debris ( not used really, cause that would put the server to a lot of stress )
How is that different from the system you are proposing ? I'm no expert but I think that battleship wrecks dropping 3000 scrap metal would be pretty intensive work for the server, not to mention spawning the wreck themselves.

(sun) (sun) (sun)
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Offline Shagohad
06-13-2011, 10:38 AM,
#9
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Posts: 2,055
Threads: 145
Joined: Jul 2007

How about life pod ejections? Can we have it so capital ships spew out masses of pods as they die?

[Image: Tyrael.gif]
"THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!"
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Offline JIVA
06-13-2011, 10:43 AM,
#10
Member
Posts: 380
Threads: 19
Joined: Jan 2008

@Enoch:

you may mistake it for dropping 3.000 individual units of scrap metal floatnig in space - which would indeed nearly crash the server...

but it can also be one single "container" containing 3.000 units of scrap. - which is no stress at all...

how is that different to now? - right now.... ships just pulverize and have no tactical value in space anymore after they are gone..... also a huge battlefield is nothing but empty space at the end.

if wrecks stayed around to dodge around, ram into or else.... it may add to the tactical enviroment... and a battlefield ... unless the combat moved off... might actually look quite scary in the end.

its the difference between imagining a ww1 frontline with thousands of dead bodies... or a ww1 frontline that is simply void of any corpses. - a matter of visuals.



about masses of life ejection systems - what puts the server under stress is tracking mobile objects and or defining their location in the grid. - the more you have, the more the server needs to work. - so spilling out an appropriate number of life pods - even if they have a rather short half life can freeze the fluidness of combat. - its like we cannot have battleships break up into too many ( or rather an appropriate number of actual chunks ) - but if they just turn into one immobile wreck - the server is not under too much stress.

it can also be RPed that the winner can interact with such a wreck.

[Image: JIVA_Sig_zps4e7f97f1.png]
the [JIVA] group
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