View Full Version : Warp openers/closers that can only be repaired at a space yard.
geoschmo
September 26th, 2002, 09:07 PM
It's been requested, a LOT. People don't like the fact that you can create a little ship with a warp opener/closer and a repair bay and wander around opening and closing warp points all over the galaxy.
Well, EUREKA!, it can be done now.
What you do is give the warp opener/closer component another ability. Emergency resupply. Just a small amount, like 10 or so. Interestingly you have to have some amount of supply, you can't simply set it to zero or this doesn't work. Then when the warp component is used it can't be repaired until you find a space yard.
You could have a ship with a space yard and a warp opener, or have another ship tag along with a space yard on it. But at least this way you have to have a bigger ship.
Another quirky thing is the ship will have two icons lit. The stellar manip icon and the "use component" icon. When you do the stellar manip, you don't actually get the supply. You can however use the component withth ehother icon and get the supply, but then you can't do stellar manip with it till you repair it.
There you go. Don't say I never gave you anything. http://forum.shrapnelgames.com/images/icons/icon7.gif
Geoschmo
Rollo
September 26th, 2002, 10:35 PM
Very clever http://forum.shrapnelgames.com/images/icons/icon7.gif .
DavidG
September 27th, 2002, 12:33 AM
Originally posted by geoschmo:
It's been requested, a LOT. People don't like the fact that you can create a little ship with a warp opener/closer and a repair bay and wander around opening and closing warp points all over the galaxy.
Geoschmo<font size="2" face="Verdana, Helvetica, sans-serif">Well I did not know this (the fact that people don't like it). Just so MM doesn't implement this in the next patch my 2 cents worth is that this is just fine with me. In fact what I don't like is the components that break on use.
geoschmo
September 27th, 2002, 01:14 AM
Originally posted by DavidG:
[QUOTE]Well I did not know this (the fact that people don't like it). Just so MM doesn't implement this in the next patch my 2 cents worth is that this is just fine with me. In fact what I don't like is the components that break on use.<font size="2" face="Verdana, Helvetica, sans-serif">Well, that's easily modded out. Just remove that ability from the components if you don't want it. I don't think anyone has suggested Malfador make the hard code change to require these components to need a space yard like the emergency resupply. What we have been asking for is a seperate ability that controls this so we can add it to any component we want.
Geoschmo
Arkcon
September 27th, 2002, 01:56 AM
Originally posted by geoschmo:
What we have been asking for is a seperate ability that controls this so we can add it to any component we want.
Geoschmo<font size="2" face="Verdana, Helvetica, sans-serif">This is an excellent idea for MM to implement, just off the top of my head I'm thinking of a use once cloaking device would be interesting - you could drop it to attack, but then you'd have to have it repaired.
Taera
September 30th, 2002, 05:00 PM
First off, the idea with supply generation actually makes sense because warp manips manipulate objects of great energy, making sense for them to be able to get some of the energy for the ship.
Talking about Cloaking - how about implementing that - highest leveled cloaks CAN still be caught by the best sensors, yet you can outfit your ship with super-cloak which is though use-once only with the Emergency Propulsion thingy that could make your ship absolutely invisible.
Suicide Junkie
September 30th, 2002, 05:41 PM
Unfortunately, you don't "USE" a cloaking device, so it won't be destroyed. (You press the cloak button, not the use button)
Secondly, components get destroyed immediately, so you would lose your cloaking ability when you tried to activate it.
geoschmo
September 30th, 2002, 05:45 PM
Using my idea you also don't get the supplies when you "use" the stellar manip tech. You only get the supplies if you "use" that part of the comp. It's an either or thing, but whichever one you use, you have to repair the comp at a space yard.
Geoschmo
Arkcon
September 30th, 2002, 09:02 PM
Originally posted by Suicide Junkie:
Unfortunately, you don't "USE" a cloaking device, so it won't be destroyed. (You press the cloak button, not the use button)
Secondly, components get destroyed immediately, so you would lose your cloaking ability when you tried to activate it.<font size="2" face="Verdana, Helvetica, sans-serif">Not really, if a ship is cloaked with stealth armor, and the armor is damaged by a warp point or storm(not combat obviously), the ship stays cloaked until it uncloaks itself -- then can't cloak again.
A stealh armored ship can't cloak when out of supplies, but will stay cloaked if cloaked when it runs out. Again, it can break, but cant make.
Yeah, these are kinda a bugs, but that's really the way MM set up the cloaking of ships. I just wanna exploit it better. http://forum.shrapnelgames.com/images/icons/icon10.gif
Suicide Junkie
September 30th, 2002, 09:33 PM
Woah
One thing you need to check is:
- Is the ship really still cloaked?
1) Can a ship without sensors see the ship?
2) Can a ship without sensors see the ship after saving and reloading and/or ending your turn?
Your ship may still be acting as if it is cloaked, but not have any actual ability to hide.
If the ship really is still cloaked, how would you encourage a player to use the component as soon as possible?
One good solution is to add a maintenance penalty to the component. Say 5% of the cost of the ship each turn. (Once you use the component, you won't have to pay the penalty resources any more)
Arkcon
September 30th, 2002, 10:33 PM
Originally posted by Suicide Junkie:
Woah
Your ship may still be acting as if it is cloaked, but not have any actual ability to hide.
<font size="2" face="Verdana, Helvetica, sans-serif">I dunno, it just still had the dotted line around it http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
geoschmo
September 30th, 2002, 10:42 PM
That might work in turn based but it definetly doesn't in simultaneous turn games. When your stealth armor is destroyed you most definetly are uncloaked on the next turn. No dotted line or anything.
Arkcon
September 30th, 2002, 11:37 PM
Originally posted by geoschmo:
That might work in turn based but it definetly doesn't in simultaneous turn games. When your stealth armor is destroyed you most definetly are uncloaked on the next turn. No dotted line or anything.<font size="2" face="Verdana, Helvetica, sans-serif">Oh foo ... ok, how 'bout this. A use one super sensor, to detect cloaked ships. I dunno how useful that would be, but I'm reaching here.
Puke
September 30th, 2002, 11:55 PM
no dice there, either. the sensors ability does not need to be 'used' to be effective, its 'always on'
you could have an item with a sensor ability, that also had some other ability that was destroyed on use. I dont know if you can make the sensor ability take supplies, so you could make a huge supply sucking sensor that would generate replacement supplies (so the ship could move again) when it was used (and therefore destroyed). but thats a bit sketchy.
mottlee
October 1st, 2002, 01:23 AM
I did not know that I was not supose to be able to do that! I (at this time) not gotten to that level yet in this game with the patch yet, is it something MM did in the patch?? http://forum.shrapnelgames.com/images/icons/confused.gif
Skulky
October 1st, 2002, 01:32 AM
how about sat or base only sensors that detect highest level of cloak?
1FSTCAT
October 1st, 2002, 09:34 PM
How about a 1 time use "pulse generator" (like an active sonar ping) that would reveal all cloaked units AND mines? Is that possible?
TerranC
October 1st, 2002, 10:34 PM
Or a one time mass ship destruction weapon.
We could name it Tidalwave Generator!
Cowabunga!
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.