Turgidson Posted June 9, 2008 Posted June 9, 2008 Don't get" me wrong. I don't think the TUFTR's should stand a chance. It's more that the points cost of a TD doesn't even remotely coincide with it's effectivnes as a dogfighter. Therefore waht's the point in buying any other type of fighter?1°/ Dogfighting is not the only use of a fighter. The Techno Union fighter might be "average" for intercepting, say, a flight of bombers. Or perhaps for acting as cannon fooder/shield while more valuable units scramble around.2°/ It might be interesting to test this fighter vs. closer (though still superior) units. With a smaller gap, results might be less outrageous. In the current case, it'd be like comparing a F-22 vs. a F-86... there's little doubt the F-22 would score massive kills, even though the production cost of the F-86 is not as "zero-ish".
markb50k Posted June 9, 2008 Posted June 9, 2008 I definitely agree that before I make anymore changes to this piece of code, I would like for someone to do some more controlled testing. I would really appreciate it. Pick an empty sector, drop in 20,30,40, whatever fighters of two different types and have them duke it out.
markb50k Posted June 9, 2008 Posted June 9, 2008 New ZIP update. Download from http://galsim.nickersonm.com/galsim.zip New Features Warhead Production:- any non-dockable craft that can either carry other ships OR has a need for warheads will start producing a small amount of warheads each cycle, depending on the size of the ships reactor (the number of PROPULSION components used to build it).- you can view the ship's warhead production capability on the Spec display for that unit- fighters docked on those ships will attempt to draw warheads from the ship's stores as usual- for any ship, on its unit display, it will show the number of "warheads" on board Fuel Production:- any non-dockable craft that can either carry other ships will start producing a small amount of fuel each cycle, depending on the size of the ships reactor (the number of PROPULSION components used to build it).- you can view the ship's fuel production capability/capacity on the Spec display for that unit- fighters with cargo capacity will attempt to draw fuel from its own cargo if it has any PROPULSION cargo- fighters docked on those ships will attempt to draw fuel from the ship's stores FIRST then attempt to draw fuel from the ships cargo (any PROPULSION cargo)- for any ship, on its unit display, it will show the fuel status (for craft) or the fuel amount on board. Fuel Usage:- craft use up fuel every cycle at different rates- at full load, their fuel load is 100- craft ONBOARD or in hyperspace do not use fuel- craft in WAIT or IDLE status use 0.1 from their fuel load each cycle- craft in any other status use 0.5 from their fuel load each cycle- once a ship runs out of fuel you will get an alert in your user report- once a ship runs out of fuel it is very limited in what it can do. It CANNOT MOVE (except for JUMPING), detect or USE WEAPONS. it cannot enter/exit atmosphere, it cannot move to dock to a ship, although if a ship moves to the fighter it will dock if it is in DOCK order, it can SALVAGE but cannot move to salvage, it CAN TRANSFER goods and DUMP goods. It CAN turn off grav wells but not turn them on. It CAN set weapons status to free or hold (but obviously it still cant fire). Have fun!
Deathwatch Posted June 9, 2008 Posted June 9, 2008 That's quite interesting, I'm curious to see how this will affect certain things. As for testing the fighter battle, poke Kob
markb50k Posted June 9, 2008 Posted June 9, 2008 New Engine update. No download necessary. New Features Simply because at this stage in the game, no one should be on super long JUMPs, I put in code that will cancel JUMP orders if their DURATION is over 1000 cycles. I may revisit this later on if 100 turn jumps are viable at a later time. For ships that are in long jumps like this, they will appear at their start points after the cancel.
markb50k Posted June 9, 2008 Posted June 9, 2008 New ZIP Update. Download at http://galsim.nickersonm.com/galsim.zip New Features Two Magazine Loads: I had two places I was showing magazine load on the unit display. Removed one of them. Navigation from onboard craft: Now when you are viewing an onboard craft, when you click on its parents name from the quick nav bar on the display, it will take you back to the onboard craft listing (so you dont have to keep reclicking "Onboard Craft" each time)
Deathwatch Posted June 9, 2008 Posted June 9, 2008 It's good if jumps that are too long won't be allowed - in terms of the game itself it would more or less allow for having to plan trade routes and such in the full game (especially if there'd be more things that would limit jumps)
Kobra_warlords Posted June 10, 2008 Posted June 10, 2008 As I said, I think once warheads are included things might be a bit more better. One of the major difficulties with TDs is getting them in the firing arc: concussion missiles should fix that (though I suppose they'd need to be highly accurate to be much of an improvement).
markb50k Posted June 10, 2008 Posted June 10, 2008 (edited) New ZIP Update. Download at http://galsim.nickersonm.com/galsim.zip New Features Fighter fuel usage:- Now, only when fighters are in "Maneuvering to Engage" enemies will they burn the 0.5 fuel/cycle. When they are doing any other status they will use up 0.25/cycle (this is not including what I mentioned yesterday: 0.1 for WAIT and IDLE, 0 for JUMP and ONBOARD). So fighter on patrol with no enemies will burn at half the speed they did before. Damage Tweaks:- warhead now not affected by the 10% multiplier I use for energy based weapons. so they pack a much better wallop this time (which i wanted because they are a finite resource).- the fighter vs capship penalties i put in some time ago (armor factor) only affects hits against hulls Attack Hit Tweaks:- when calculating dodge factors for ships, the guy getting fired on AT MOST lost 50% of his dodge factor to randomness while the attacker could lose any random percentage. Now I evened it out. And the BIG CHANGE. Weapon loadouts!- fighter craft now have the ability to load any missile type using the SET WARHEAD LOADOUT order. When given this order, the next time the fighter docks (and from then on until changed again) it will load the chosen warhead type. So XJWINGs can now use CMs and TDs can now use PTs etc, etc. (This is only implemented for craft, not capital ships). Have fun! PS. i have been doing some side testing and the CM was a big factor in the TDs dominance over a XJWING. The XJWING was actually very good at hitting a TD but the PTs werent as good as the CMs. I think with these tweaks we will have at least a couple of fighters able to standup to the TD Edited June 10, 2008 by markb50k
General_Antillies Posted June 11, 2008 Posted June 11, 2008 I had 74 Proton Torpedo Hits against an MC40 and only caused 5% damage (roughly 5500 Hull Damage). That means in order to kill an MC40 in a single salvo I would need 500 XJWs or 1500 PT to all hit the target. Or to kill it using Proton Torpedoes only I would need 167 XJW to hit with every single one of their torpedoes. Is there something I'm missing or is this working as intended?
markb50k Posted June 11, 2008 Posted June 11, 2008 No I dont think you are missing anything. For sure, I dont want MC40 dying from 6 PTs like in X-Wing but 1500 PTs, yeah that could be a bit much. So, what do you propose to be the right amount to kill a ship with nearly NINETY THOUSAND hit points? These questions and the answers to them are what this whole phase of the game is about. Make a recommendation with some reasoning behind it, or open it for discussion, and lets see what people agree to. I dont want warheads to become the wildcard in the game. I want them to be a good way of changing the tactical picture, but not a war-changing thing themselves, so lets see what we can come up with. Right now they are set at 150 damage, with the random factor meaning they average to around 75 pts per hit. What would you recommend?
General_Antillies Posted June 11, 2008 Posted June 11, 2008 Hey sorry my post sounded a little snippy. I was just a little shocked at the results is all. I'll work on proposing what to do. Also, when I asked if I was missing anything I meant if there was some armor rating capital ships have or something, but it came off a little bad .
markb50k Posted June 11, 2008 Posted June 11, 2008 nah, dont worry about it, i didnt take it as snippy. I took it as a guy interested in this game who wants to make it 'feel right' in terms of realism, etc. Thats the exact kind of feedback I am looking for. Appreciate it.
markb50k Posted June 11, 2008 Posted June 11, 2008 New ZIP Update. Download at http://galsim.nickersonm.com/galsim.zip New Features More automated ability with damage and fuel status:- I have added two new orders, SET FUEL BREAK LEVEL and SET HULL BREAK LEVEL, you set these to a number between 1 and 100. It is a percentage that at which a ship will break from certain orders.- The ship will break from MOVE, ATTACK, DEFEND, PATROL, ESCORT, BUILD UNIT, BOMBARD, ENTER/EXIT ATMOSPHERE orders- The ship will then try to execute the next order down the list SO, you can now put a ship in an ATTACK order, then add in a DOCK or JUMP order right after it, and when your ship reaches the fuel level or hull damage level specified it will break from the ATTACK order and do the next order down the line. Have fun!
markb50k Posted June 11, 2008 Posted June 11, 2008 New ZIP Update. Download at http://galsim.nickersonm.com/galsim.zip New Features New Refuel/Rearm Order- this order will only work if it is put right after a DOCK order- what it will do is hold until a fighter is fully fueled and fully loaded with missiles As I was writing the last update I thought of this enhancement, SO... you can stack alot of orders and put them on repeat and just let them go JUMP to battle sectorATTACKDOCK on mothership in other sector, same sector, etcREFUEL/REARM with all set on repeat and with you using HULL BREAK / FUEL BREAK levels, you should be able to have this run fully automated I am thinking of adding a REPAIR ONBOARD order where a ship would wait until it fully repaired. How useful would that be, being it may take a while. Is it useful? I probably wouldnt combine it like REFUEL and REPAIR because of the large time difference.
markb50k Posted June 11, 2008 Posted June 11, 2008 New ZIP Update. Download at http://galsim.nickersonm.com/galsim.zip New Features Repair Onboard Order:- Eh, screw it, created it anyway. Use it if you want. Like Refuel/Rearm, this will only work if it is already docked. It will hold the ship in this order until its hull strength is fully repaired.
markb50k Posted June 11, 2008 Posted June 11, 2008 New ZIP Update. MANDATORY DOWNLOAD. Download at http://galsim.nickersonm.com/galsim.zip Bug Fix There was a small error with the weapons loadout and how it was displayed on the GUI. I tried to fix as much as I could on the back end, but if you suspect there is a problem (it will show a zero for the weapons loadout), just resubmit a SET WARHEAD LOADOUT order for another type of warhead then another one back to the one you want and it will be refreshed. If you havent messed with warhead loadouts dont worry about it but you will still have to get the new GUI. Sorry for the inconvenience.
markb50k Posted June 12, 2008 Posted June 12, 2008 New ZIP Update. MANDATORY DOWNLOAD. Download at http://galsim.nickersonm.com/galsim.zip New Features Popups:- Now when you login, save, and some other instances, you will get popups with messages so you dont have to search around to see if the save went fine. Onboard Concept Change:- Transparent to you, but now when a ship is onboard, it wont always say berthed for status, it may say In for Repairs or Fueling/Arming. Amazingly that little change required a mandatory download, oh well. Sorry about that.
markb50k Posted June 12, 2008 Posted June 12, 2008 New Engine Update. No download necessary. - upped PT damage to 300- changed PT ROF to 1 shot every 5 cycles- changed CM ROF to 1 shot every 3 cycles
markb50k Posted June 15, 2008 Posted June 15, 2008 Looks like the nickersonm.com server is down, and as a result I cant run a turn. Will contact Nickerson and hopefully get things back up. Sorry for the inconvenience.
markb50k Posted June 16, 2008 Posted June 16, 2008 Looks like things are back up. Again, sorry for the inconvenience.
markb50k Posted June 16, 2008 Posted June 16, 2008 The Fleet stuff is coming along, but its a bear. Just wanted to let you know that i am still on the case.
markb50k Posted June 18, 2008 Posted June 18, 2008 Ok, I have pretty much finished the engine code, and am now working on the GUI code. Since it is such a huge change, I will probably do a DB reset, and clear out all ships and derelicts and start clean with the new code. I will let you know when that is going to happen.
markb50k Posted June 19, 2008 Posted June 19, 2008 Ok, I have finished (I think) the GUI code and will be doing the following I am going to clear the database of all ships and reset each user to just their Leader. since it is such a huge change I am going to test the code out a bit by myself before releasing it so you wont be able to login for a bit. Hopefully that wont be too long.
Deathwatch Posted June 21, 2008 Posted June 21, 2008 Is there any news about this? I am (and I am certain others are as well) quite curious about the updates. Also, when resetting everything, will the game get expanded a bit beyond the combat? Or is that still further off?
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