• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 … 5 6 7 8 9 … 55 Next »
Removal of the "Death Animation" from capital ships

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (4): 1 2 3 4 Next »
Removal of the "Death Animation" from capital ships
Offline sindroms
05-27-2016, 06:44 AM,
#1
Member
Posts: 9,435
Threads: 985
Joined: Feb 2008

Hey there.

As you no doubt know, we currently have a good handful of ships in Discovery Freelancer which have a rather nasty glitch, which seems to be ignored for a while now. I am referring to the Death Animation Glitch, where a ship - instead of losing its weapons during this death animation and blowing up - can regen from its bats and bots and just...stop exploding as if nothing happened.

This is especially problematic with ships that can dish out large amounts of damage while they are, for the lack of a better word, immune to enemy damage during this glitch. We have had people who seem to have learned the animation length of their respective ships and use this to their advantage during combat.

For example, we have quite a few Scyllas in New York, who - instead of botting up, simply wait till they start exploding and, right as the animation is about to end, only then press G - giving them around five or so seconds of complete invulnerability.



As far as I know, this has been reported numerous times before, so perhaps it needs a public thread.
Also, since when did exploding ships start being able to continue to deal damage once in their death animation? This was not the case a few patches ago. What was the reason for this change?

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Alley
05-27-2016, 07:57 AM,
#2
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

I could get behind this. Fuses were never an issue in vanilla as people didn' t have access to caps, but the whole invincibility stuff is far from being the only problem linked to this. It's also the cause of numerous bugs.

I'd be down for replacing it with an instant death and a new, big effect.

Laz Wrote: Alley was right.
Reply  
Offline Mao
05-27-2016, 08:23 AM,
#3
Member
Posts: 2,680
Threads: 165
Joined: Aug 2009

Big effect:

[Image: SVhnmDDdOzrZC.gif]

And a nice blast radius that would hurt any snub around it.
Reply  
Offline sasapinjic
05-27-2016, 08:36 AM, (This post was last modified: 05-27-2016, 09:04 AM by sasapinjic.)
#4
Member
Posts: 1,693
Threads: 32
Joined: Apr 2015

(05-27-2016, 08:23 AM)Mao Wrote: Big effect:

[Image: SVhnmDDdOzrZC.gif]

And a nice blast radius that would hurt any snub around it.
Yeah good idea , daying capitol take down snub with him in style : "You are coming to hell with me ! " xd

[Image: rRK7Pya.png]
[+]Spoiler
welcome to Loberty [Image: qmJkeAC.png][Image: 546f6d6e95.gif]
^ where you can get Freelancer ISO , in emergency

These two spoilers were too big so now they're both one ~Champ
Reply  
Offline sindroms
05-27-2016, 09:01 AM,
#5
Member
Posts: 9,435
Threads: 985
Joined: Feb 2008

Would it be possible to make a capital ship trigger a double-explosion so it gives a neat little blap to whatever is nearby?

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Thunderer
05-27-2016, 09:23 AM,
#6
Tea Disposal Unit
Posts: 5,611
Threads: 463
Joined: Jul 2011

It could possibly result in complaints. I'm for a single explosion. You don't simply stay alive if you are so close to a cap with your shield down.

By the way, it's already a feature in Crossfire, so it can be done.

[Image: 396AUfe.png]
Bretonian Treaty Database Bretonian Armed Forces Recruitment Center
Bretonian Charter of Interstellar Law Bretonian Secrets Act
Reply  
Offline Jinx
05-27-2016, 09:38 AM, (This post was last modified: 05-27-2016, 09:38 AM by Jinx.)
#7
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

just a little history on the subject:

- single explosion effects were discussed back in 4.84 dev phase - but there simply was no effect suitable for it. We did have some scaled up effects for it - but it looked bad - and so the multistage fuse was used - which looked well on a multitude of ships and ship sizes.
Single blast effects kind of need to be adjusted for the various sizes - and while it works well on snubs - which vary very little in size .. it is harder for capships that range from rather small gunboats or destroyers to behemoths.

- a damaging blast effect was suggested long ago - and quickly shot down by what i would call the snub lobby. Players considered it to be too punishing to take "secondary" damage from caps. Included was ... ramming damage (discussed snub insta death in case they rammed into a cap) , blast damage (1 or 2 trigger, big radius blast damage .. also shot down .. back then.. because some ships were more vulnerable to blast damage than others ) .. and lastly thruster damage ( there was an idea to attach a small but significant "radiation" field behind each capships main engine - so that snubs could not "hug" the flaming exhausts )

One of the main arguments back then was that "bad" capship players could just charge into a snub fight and explode - taking the multitude of the snubs with them ... realistic maybe - but the snub players felt it was unfair.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
Reply  
Offline Moberg
05-27-2016, 09:45 AM,
#8
Member
Posts: 836
Threads: 45
Joined: Jul 2012

(05-27-2016, 09:01 AM)sindroms Wrote: Would it be possible to make a capital ship trigger a double-explosion so it gives a neat little blap to whatever is nearby?

Fuses can have various sequential effects ranging from damage that can scale with distance to other things. There are also effects like loss of eqiipment on specified hardpoints, fx spawn (attached to hardpoint or not) and force pushes (though I did not experiment with that yet and it behaves weird if you're not in engine kill). These can be timed and repeated as much as you want in a single fuse.
Reply  
Offline Thunderer
05-27-2016, 09:45 AM,
#9
Tea Disposal Unit
Posts: 5,611
Threads: 463
Joined: Jul 2011

Or someone can simply solve the invincibility and "guns-not-falling-off" bug. Many ships don't have that, and not only the vanilla ones. I guess it is fixable then.

[Image: 396AUfe.png]
Bretonian Treaty Database Bretonian Armed Forces Recruitment Center
Bretonian Charter of Interstellar Law Bretonian Secrets Act
Reply  
Offline sindroms
05-27-2016, 09:50 AM,
#10
Member
Posts: 9,435
Threads: 985
Joined: Feb 2008

(05-27-2016, 09:45 AM)LordVipex Wrote:
(05-27-2016, 09:01 AM)sindroms Wrote: Would it be possible to make a capital ship trigger a double-explosion so it gives a neat little blap to whatever is nearby?

Fuses can have various sequential effects ranging from damage that can scale with distance. There are also effects like loss of eqiipment on specified hardpoints, fx spawn (attached to hardpoint or not) and force pushes (though I did not experiment with that yet and it behaves weird if you're not in engine kill). These can be timed and repeated as much as you want in a single fuse.

Has anyone tried to apply these effects to fighters?
(sun)
Reply  
Pages (4): 1 2 3 4 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode