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Post by extratitanian on Apr 11, 2020 13:17:21 GMT -5
Maybe too much ECC, but otherwise I agree. I do remember the box or manual (American) mentioning that maybe a pirate might decide to avoid you if you were armed to the teeth. That said, I really don't think the pirates ever gave any slack unless you count when the Afterburner, Groundbase, or Holograms made them lose interest. Though for a long time I did avoid messing with Death Heads mostly due to the its an "armoured tortoise" look and intimidating name. Definitely. I was really just trying to figure out cannon reasons for why countermeasures and missiles are the way they are. I mean, why can I sling a dozen sprats at someone easily, but gotta sit and wait for swarms? It'd be nice if chaff and flares had more of a difference, for starshells to have an actual use, etc... Probably been playing too much Objects in Space and Starfleet Command recently too.
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Post by techno on Apr 11, 2020 13:33:58 GMT -5
Maybe too much ECC, but otherwise I agree. I do remember the box or manual (American) mentioning that maybe a pirate might decide to avoid you if you were armed to the teeth. That said, I really don't think the pirates ever gave any slack unless you count when the Afterburner, Groundbase, or Holograms made them lose interest. Though for a long time I did avoid messing with Death Heads mostly due to the its an "armoured tortoise" look and intimidating name. Wez made a modification of the deaths head in his enhanced version that made it "as hard as it looked " (referring to the armour)
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Post by Pilot on Apr 11, 2020 18:49:12 GMT -5
Maybe too much ECC, but otherwise I agree. I do remember the box or manual (American) mentioning that maybe a pirate might decide to avoid you if you were armed to the teeth. That said, I really don't think the pirates ever gave any slack unless you count when the Afterburner, Groundbase, or Holograms made them lose interest. Though for a long time I did avoid messing with Death Heads mostly due to the its an "armoured tortoise" look and intimidating name. Definitely. I was really just trying to figure out cannon reasons for why countermeasures and missiles are the way they are. I mean, why can I sling a dozen sprats at someone easily, but gotta sit and wait for swarms? It'd be nice if chaff and flares had more of a difference, for starshells to have an actual use, etc... Probably been playing too much Objects in Space and Starfleet Command recently too. Loved the first Starfleet Command though after I upgraded to a mid sized ship the game always became too hard. lol I'd never heard of Objects in Space, the screenshots remind me of Star Control which was an interesting game, years... umm... decades ago. They also remind me of Chris Robert's Wing Commander: Privateer. Since you like Starfleet Command you might want to check out Battlefleet: Gothic Armada, it is based in the Warhammer universe if you like those games. store.steampowered.com/app/363680/Battlefleet_Gothic_Armada/
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Post by irjayjay on Apr 12, 2020 6:28:25 GMT -5
Cool, now I have an avatar, so everyone knows who's who.
I have been really busy lately and development has been slow. Not worthy of an update video yet.
What I've been working on: - Buying, selling, fitting, removing all works now and even checks if you own the building - though building ownership is hard coded for now. - Airlock collisions ignored client players, had to redo the multiplayer to a degree for the flight model, now it's very jerky, but there's a plugin to fix that later. - Basic AI flight - I got a character to follow my moth, but it gets stuck if I make a maze for it to fly through, so I had to manually hack an old pathfinding plugin to work with the current version of Unreal so that I can use it's features.
I'm a little scared that the pathfinding will be heavy on the CPU as it does live pathfinding, but I think I'll reduce the number of calculations it does per game tick, and slow it way down in a fight, having a secondary sensor only trigger it if the ship comes into close proximity with other objects.
Anyway, so lots of "invisible" work happening at the moment that won't look like I've done anything once I make another update video.
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Post by irjayjay on Apr 12, 2020 7:05:45 GMT -5
As for missiles, I haven't thought that far. I have various new weapon types to try out, I don't want to reveal them right now though, spoilers!
Well here's one of the ideas as a taste: Shields are basically made up of counter-acting ionic thrust/laser technology, charged with a capacitor, since it needs a massive burst of power when something is about to hit you. I want shields to have different types of targeting software as well as different types of capacitors. -A dynamic shield could more effectively pinpoint it's counter thrust and save on power, the . -Some capacitors charge quicker, but results in more energy wastage from your main cells.
You've given me some food for thought on the missiles though. So much possibility!
I'm afraid that combat will be stuck on energy weapons for the foreseeable future. It's last on my list. Economy and AI is the biggest hurdle to getting a living world right now.
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Post by Pilot on Apr 12, 2020 13:23:41 GMT -5
Cool, now I have an avatar, so everyone knows who's who. I have been really busy lately and development has been slow. Not worthy of an update video yet. What I've been working on: - Buying, selling, fitting, removing all works now and even checks if you own the building - though building ownership is hard coded for now. - Airlock collisions ignored client players, had to redo the multiplayer to a degree for the flight model, now it's very jerky, but there's a plugin to fix that later. - Basic AI flight - I got a character to follow my moth, but it gets stuck if I make a maze for it to fly through, so I had to manually hack an old pathfinding plugin to work with the current version of Unreal so that I can use it's features. I'm a little scared that the pathfinding will be heavy on the CPU as it does live pathfinding, but I think I'll reduce the number of calculations it does per game tick, and slow it way down in a fight, having a secondary sensor only trigger it if the ship comes into close proximity with other objects. Anyway, so lots of "invisible" work happening at the moment that won't look like I've done anything once I make another update video. All of that is the hardest parts. What about considering using "highways/lanes" as the main path for long range travel for the AI. Maybe each of the directions have their own altitude range. Assuming a moth has a pod and turret added the height would be ~>=30m and that any hilltops or mountains would be less 160m, at least where the "highways/lanes" are then perhaps. I don't remember the stall height +400' so I'm shooting low at the altitudes. North to South traffic heading 180° flying at an altitude of ~260m E to W 90° at ~230m S to N 0° at ~200m W to E 270° at ~ 170m The plus to this would be: Traffic in these routes would have mostly clear travel, and would only need at least two interrupt triggers. - One, for when a ship (AI or player) enters the zone to join the traffic (if player is on autopilot). - Two, flying through the zone (Maybe partition the zones every 500m?) so that traffic in that area switch to reactive pathing. So that the traffic can raise or lower altitude based on the disruptive element. Negatives: Predictable pathways for piracy and scavenging. Alternatively you could scrap the "lanes" and use the traveling heights as the pathing which should avoid most calculations unless something enters their flight path within whatever check distance that you find works well. As for missiles, I haven't thought that far. I have various new weapon types to try out, I don't want to reveal them right now though, spoilers! Well here's one of the ideas as a taste: Shields are basically made up of counter-acting ionic thrust/laser technology, charged with a capacitor, since it needs a massive burst of power when something is about to hit you. I want shields to have different types of targeting software as well as different types of capacitors. -A dynamic shield could more effectively pinpoint it's counter thrust and save on power, the . -Some capacitors charge quicker, but results in more energy wastage from your main cells. You've given me some food for thought on the missiles though. So much possibility! I'm afraid that combat will be stuck on energy weapons for the foreseeable future. It's last on my list. Economy and AI is the biggest hurdle to getting a living world right now. I wonder if you might introduce a Leach MKII that would transfer power from target ship to yours. If so [wicked smile] and you also follow Hardwar's Two Shots == aggression then I wouldn't need a lightwell, ever. Assuming they are not too expensive to buy/produce. And that initial aggression shot eventually wears off.
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Post by irjayjay on Apr 12, 2020 15:42:26 GMT -5
I'm hoping to make AI pilots indistinguishable from human pilots, but as does any game, it's not realistic to think I could pull it off. The goal is to always feel like you're playing online.
Instead of the two shot system, I thought of a way to make weapons live. Maybe a double click makes your weapons live and the system recognises that your attack is premeditated. No double-click, no firing. That means less mistakes.
Also another option is having 2 target modes, one is scan mode and the other is combat mode. Weapons are only live for combat mode and the other player never gets notified you're scanning in scan mode, only in combat mode. This is probably the better option as other players will know your intentions when you're in target mode. There will also be no reticule around the targeted ship in scan mode, making it more difficult to guess which moth you're busy scanning and thereby preventing you from lining up your shot before engaging combat mode.
I've thought about these things a lot. Right now it's still all manual.
A Leach like that would be way too overpowered. Everything that has a massive pro to it like that needs a massive con. Maybe the missile costs you more, or you have to be close range and facing the other moth for it to be effective. Players should always doubt their own comfortable strategies. Basically letting you mix and match different abilities, like a dota hero that's actually a space ship you paid a lot of money for.
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Post by irjayjay on Apr 12, 2020 15:50:54 GMT -5
I'm spitballing, but a feature I'm working through in my head is ship ownership.
I want your ship to be your baby. There are many like it, but this one is yours... So there will be ship naming. When you buy a ship you get to give it a unique name. This gets you attached to it, suddenly it has a character of it's own. I've mentioned letting you paint and add vinyls to it before, adding to the character.
Another thing to add to your attachment is that I want you to be able to salvage your wreck again after being shot down. It'll be worthless, but it'll still retain it's name and paintjob. Spending the time to fix it up to run like it used to would be super rewarding. There might only be one type of ship/attachment that would enable you to haul a wreck back to a building though, dissuading people from stealing your worthless pile of rubble back to their base.
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Post by Denacity on Apr 12, 2020 22:52:51 GMT -5
It might be worth releasing a version of the game without AI flying around if you can get multiplayer working. That would at least test the code for everyone else and the AI could be one of the last hurdles.
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Post by extratitanian on Apr 13, 2020 0:14:48 GMT -5
I'm spitballing, but a feature I'm working through in my head is ship ownership. I want your ship to be your baby. There are many like it, but this one is yours... So there will be ship naming. When you buy a ship you get to give it a unique name. This gets you attached to it, suddenly it has a character of it's own. I've mentioned letting you paint and add vinyls to it before, adding to the character. Another thing to add to your attachment is that I want you to be able to salvage your wreck again after being shot down. It'll be worthless, but it'll still retain it's name and paintjob. Spending the time to fix it up to run like it used to would be super rewarding. There might only be one type of ship/attachment that would enable you to haul a wreck back to a building though, dissuading people from stealing your worthless pile of rubble back to their base. That'd be pretty sweet. Further spitballing, what about making it somewhat like the Millennium Falcon from Star Wars where the YT-1300 is essentially the "base model" and the buyer can pick from various "modules"? Once the ship is bought, maybe put the engines and reactor inside and treat everything else like the capital ships from Homeworld 2? Eg, a ship with nothing but a single shield and max cargo pods, a ship with a single dorsal cargo pod and bunches of weapons, nothing but shields and a single laser, etc... Could also open up a better damage system than what Hardwar currently has. Wanna disable a ships weapons/shields/engines/make it drop cargo? Just gotta shoot the module directly. No more trying to time the Fireburst to a shield level to disable engines without destroying the target.
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Post by irjayjay on Apr 13, 2020 7:45:49 GMT -5
It might be worth releasing a version of the game without AI flying around if you can get multiplayer working. That would at least test the code for everyone else and the AI could be one of the last hurdles. That makes a lot of sense. I started on AI since I needed AI to own Hangars, etc. But there might be a way around it. This morning I finally got AI to follow me, even into mazes. Problem now is, their ships move really oddly, always facing the same direction and just panning toward me. I have to update all the movement components for the movement to be more natural now.
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Post by irjayjay on Apr 13, 2020 7:47:41 GMT -5
I'm spitballing, but a feature I'm working through in my head is ship ownership. I want your ship to be your baby. There are many like it, but this one is yours... So there will be ship naming. When you buy a ship you get to give it a unique name. This gets you attached to it, suddenly it has a character of it's own. I've mentioned letting you paint and add vinyls to it before, adding to the character. Another thing to add to your attachment is that I want you to be able to salvage your wreck again after being shot down. It'll be worthless, but it'll still retain it's name and paintjob. Spending the time to fix it up to run like it used to would be super rewarding. There might only be one type of ship/attachment that would enable you to haul a wreck back to a building though, dissuading people from stealing your worthless pile of rubble back to their base. That'd be pretty sweet. Further spitballing, what about making it somewhat like the Millennium Falcon from Star Wars where the YT-1300 is essentially the "base model" and the buyer can pick from various "modules"? Once the ship is bought, maybe put the engines and reactor inside and treat everything else like the capital ships from Homeworld 2? Eg, a ship with nothing but a single shield and max cargo pods, a ship with a single dorsal cargo pod and bunches of weapons, nothing but shields and a single laser, etc... Could also open up a better damage system than what Hardwar currently has. Wanna disable a ships weapons/shields/engines/make it drop cargo? Just gotta shoot the module directly. No more trying to time the Fireburst to a shield level to disable engines without destroying the target. I can't reveal too much right now, but I have a system like that in the pipeline for later.
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Post by extratitanian on Apr 14, 2020 14:22:06 GMT -5
That'd be pretty sweet. Further spitballing, what about making it somewhat like the Millennium Falcon from Star Wars where the YT-1300 is essentially the "base model" and the buyer can pick from various "modules"? Once the ship is bought, maybe put the engines and reactor inside and treat everything else like the capital ships from Homeworld 2? Eg, a ship with nothing but a single shield and max cargo pods, a ship with a single dorsal cargo pod and bunches of weapons, nothing but shields and a single laser, etc... Could also open up a better damage system than what Hardwar currently has. Wanna disable a ships weapons/shields/engines/make it drop cargo? Just gotta shoot the module directly. No more trying to time the Fireburst to a shield level to disable engines without destroying the target. I can't reveal too much right now, but I have a system like that in the pipeline for later. Ooo, nice. Any plans on expanding on the CPU attribute?
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Post by Pilot on Apr 14, 2020 22:50:35 GMT -5
I always hated when my CPU took massive damage, I remember losing all my software once.
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Post by irjayjay on Apr 15, 2020 6:20:58 GMT -5
I probably won't have CPU/Weapons/Structure/etc. damage.
I do however want to add an EMP weapon that disrupts your flight controller/computer, basically you'll fall like a rock or your controls would go haywire -random movements from your moth until your computer can reboot(a lot like a stall with extra bits). The idea is to drop it like an area of effect bomb, then run. It'll disable all moths in that area. Used only as a last resort when you don't have the battery power to run and need to be sure nobody follows you.
It could also be a missile, but it sounds too powerful for that, we shall see.
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