Player use of Turrets

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20 years 5 months ago #10060 by Second Chance
Replied by Second Chance on topic Player use of Turrets
Not that it helps with the other ships, but the falcon has neither ammo nor missiles. So that's not a problem.

Now: OMG, I think the idea of energy bombs is an absolute stroke of genius (and I'm furious that I didn't think of it!). The possibilities for this are enormous. We can now make bombers act out their role exactly as they should, mainly attacking stationary targets (like stations). A flight of bombers would need to be escorted to the target by fighters, and enemy fighters would try to intercept the attack before they reached the target. Once at the target area the bombers would have to run the gauntlet of heavy station (or whatever) fire to get close enough to launch their bombs (and still get out again). All this time there would be a fighter battle raging around them. Being a bomber pilot on one of these bombing missions would be really exciting. Especially if the bombers were slow handling, cumbersome beasts; that could take huge amounts of damage but still manage to limp home.

All this time I always thought of the bombers the way they were shown them in the movie, rediculously dropping bombs onto the asteroid as if there was gravity (well, maybe they were used to bomb planetary ground targets also). The idea of a more reasonable space-borne bomb delivery system really appeals to me (in fact, I've just added it to the must have arsenal of Spacemaster [8D]). The bomber would have to get close to the target and be set up to deliver its bomb load all at once (maybe a rapid fire slug thrower with only about 5 - 10 bombs). Or maybe different numbers of bombs with different firing rates for different damage amounts!

It also means the Tie Interceptors and A-Wings could more accurately fulfill their role as interceptors. With the Regular Ties and X-Wings as the dogfighters they should be. And the Y-Wing could just be a light bomber option with fewer, less damaging bombs and a defense turret (it does have a turret, btw).

Oh! There's so many ways we could go with this! It needs its own thread.

In case you couldn't tell, I'm now a big fan of the idea of bombers! :D

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20 years 5 months ago #10067 by MajorTom
Replied by MajorTom on topic Player use of Turrets
Yes, the Falcon wouldn't be the problem as far as the weapon reload goes, but it would be an issue with all the code necessary to switch it around. I'm afraid if many players use it (or other turret bearing ships) the code will slow down the game considerably.

The version thats just uploading has a "turret" application for you to try out. If you select the "Pioneer" can switch to a simulated turret. You'll see how it is. To me it's a bit odd to be a gunner when someone else is flying the ship but some may even like it.
The simulation is a bit makeshift right now, but it should give you an idea what to expect.
There are a lot of ways to polish it up (change the hud view, maybe parent the camera to a turret ect.) but first take a look at it.

Glad you like the bomber idea, It does have potential :D
I'll do up a simulation thereof for the next version.


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20 years 5 months ago #10071 by Shane
Replied by Shane on topic Player use of Turrets
Some time ago (for Epic) I'd proposed the idea of bombers using seriously heavy ordinance which did not include propulsion systems of any kind. Rather like throwing a cargo pod at the Marauder station in SP EoC. Launch it and it sails on forever until it hits a target or is culled by the engine.

The Bomber featured several forward and rear 'ammo-dockports' located at the bottom of 'launch tubes' (to protect the payloads from stray PBC bolts). One keypress to select front or rear, another to launch.

I thought it would be great fun to line up on a target and bomb in that manner... having to get close and pull up at the last moments... then get the hell clear of the blast area.

But, it wasn't really accepted. Would it be suitable here? Or is this the idea you're talking about?

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20 years 5 months ago #10073 by MajorTom
Replied by MajorTom on topic Player use of Turrets
Shane: I was thinking of a energy based bolt but this idea is really Cool (I'll put this over in the Bomber thread too)

SC: Sorry, I didn't have time to reply correctly earlier, I was in a rush to get the details posted on the new dev version DL

We now have a new, Seperate, thread on this over in the AOB section.
(since it has less to do with pogging and more with ini modding)


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20 years 5 months ago #10093 by MajorTom
Replied by MajorTom on topic Player use of Turrets

Originally posted by MajorTom

Now to the Falcon turrets:

This is cake: When in the cockpit your weapons are not avaliable to you (they are locked). To switch to your turret you first select a turret via a keybind and then press F1 to switch to the selected turret. Once there you can select a target to attack, press the standard approach key (F6) and your autopilot will take you for a ride while you shoot at your target.
To exit the turret, back to your cockpit, you just press F1 again. (that will stop your ship momentarily because the Autopilot is killed, but I think we can live with that, or not?

I'll have this design for you to try out later tonight when I upload the new mod version.


Hooray! Yahoo!

We <font size="2">can</font id="size2"> switch to a different cockpit in the turret view!!! [^]

Now, when you switch from the pilots seat to the turret you get a different cockpit!
For the tests I used the Buda5 starfury cockpit. I've made a ingame movie of this ('cause I thought you wouldn't believe it, if I just did screenshots.)
I'll have the movie uploaded shortly.

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20 years 5 months ago #10094 by MajorTom
Replied by MajorTom on topic Player use of Turrets
Here it is, you can watch the cockpit view change:

Download it here it's only 200 kb

SC, Do we want to use this cockpit (assuming we get permission) or do your ambitions say otherwise ? :D

If we use something like the starfury cockpit shown here we would need an upside down cockpit for the lower turret.





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