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Posted by Ashark on 05-22-2002 04:33 PM:

well my ide was to make fighter beams power draining secondary aspect loking weapons you try to gain aspect lock when you have it will fire just like the anti-fighter beams on a capship get it


lotsa lotsa code dough brrr

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Posted by FSF Ashrak on 05-22-2002 04:33 PM:

well my ide was to make fighter beams power draining secondary aspect loking weapons you try to gain aspect lock when you have it will fire just like the anti-fighter beams on a capship get it


lotsa lotsa code dough brrr

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Posted by karajorma on 05-22-2002 05:37 PM:

quote:
Originally posted by Bobboau
well intra system subspace jumps would likely be nearly instanatinius, you would see the subspace apachure opening a quick swerly sceen then WHAM you fly out on the other end of the solar system, though is might make sence to have mission load with a animated subspace background


We've all assumed that subspace travel in system is instant but is it?

In the the first mission command say that they are tracking the Belisarius through subspace and it still takes a few more seconds to arrive so at least for the NTF subspace isn`t instant.

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Posted by karajorma on 05-22-2002 05:37 PM:

quote:
Originally posted by Bobboau
well intra system subspace jumps would likely be nearly instanatinius, you would see the subspace apachure opening a quick swerly sceen then WHAM you fly out on the other end of the solar system, though is might make sence to have mission load with a animated subspace background


We've all assumed that subspace travel in system is instant but is it?

In the the first mission command say that they are tracking the Belisarius through subspace and it still takes a few more seconds to arrive so at least for the NTF subspace isn`t instant.

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Posted by EdrickV on 05-22-2002 06:14 PM:

I would say subspace travel is faster then sublight travel, but it does take some time. Not to mention it takes time to enter and leave subspace.

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Posted by NukebombOverkill on 05-23-2002 12:49 AM:

id assume that kind of travel would really screw with the perception of time. so for someone is subspace, a trip seems long, when on the outside it is mere seconds.

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Posted by ltnarol on 05-25-2002 02:03 PM:

well, im against the intrasystem jumping ingame for a reason: it screws over the plot line completely. How does a ship in subspace see whats going on outside of it? How would you take care of flying through models? are you just going to fly through them and make it look really dumb or are you going to crash into it? If the later, how do you explain bumping into something in a different plane? In short, i think its a bad idea because it would really mess with the whole plot line.

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Posted by IceFire on 05-25-2002 06:35 PM:

Ummm....it doesn't screw with the plotline at all. Where did that idea come from?

Intrasystem jumping is 100% part of the game and the plotline. Thats most of the traveling that any ship ever does. The rare occasion do you have something involving a jump node.

So....to add it as a visual effect wouldn't really be much. You'd travel for a few seconds inside subspace and then tada....other side of the solar system. You aren't going to bump into objects, thats impossible. You aren't going to see anything else because thats also impossible. Your in subspace and then not....

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Posted by BabProj Team on 05-25-2002 06:35 PM:

Ummm....it doesn't screw with the plotline at all. Where did that idea come from?

Intrasystem jumping is 100% part of the game and the plotline. Thats most of the traveling that any ship ever does. The rare occasion do you have something involving a jump node.

So....to add it as a visual effect wouldn't really be much. You'd travel for a few seconds inside subspace and then tada....other side of the solar system. You aren't going to bump into objects, thats impossible. You aren't going to see anything else because thats also impossible. Your in subspace and then not....

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Posted by NukebombOverkill on 05-29-2002 03:21 AM:

my original idea was to be able to plot your course in subspace, but it seems that this would really be to much to do during the course of your mission. i think that waypoints can be setup as the destionation points. so instead of jumping out when you hit alt-j, it brings up a jump menu (similar to the comm menu) that lists all the destinations. we pick one and our ship enters subspace. i still think that a cool graphics effect could still be used. we really dont know what an intra system jump looks like from the cockpit, so that gives us alot of freedom to play with when it comes to special effects.

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Posted by ltnarol on 05-30-2002 07:09 PM:

This is what i was talking about Icefire, I'm on your side believe it or not.

quote:
Originally posted by NukebombOverkill
how about intra-system subspace jumps under pilot control. it would work kinda like the jump drive from elite (you simply hold a key and go really, really fast). you hit shift j (instead of alt) and a subspace vortex opens up as usual ecept you stay in the cockpit (no casecam). when you cross the threshold into subspace a semi transparent tunnel appears around your ship. this is not visible from normal space and your ship and the vortedx does not clip with anything in real space. you however can see where you are coing through the walls of the vortex. you can also see other near by ships that are in subspace (your wingmen for example). you hit shift j again to drop out. while in subspace you can make slight course changes (your ship's turn rate would only be 5% of the normal). this however would burn up your afterburner energy (you are diverting it to subspace drives). this would expand the size of a mission greatly.

i also want manual docking with capships (so you end a mission when you fly into a docking bay). this would be really cool if someone made a carrier with big open docking bays.

combine the two ideas and you could take off from an arcadia installation and take a trip to the battle front some 100,000 clicks away (in about 10 seconds) it would really expad the gameplay. a hud marker could indicate the mission area so that you can find your way to a fight that is beyond visual range.

to ade in visual accuracy the plannet sprites would get bigger as you aproch them and smaller as you move away. get close enough and the sprite is replaced with a plannet model, get even closer and your ship starts geting pulled in to a point where you start burning up in the atmosphere.

it would be cool if you could make freespace into a game more like frontier, where you could fly to any system with a jump node within a single mission. but that is a little too much. the subspace idea should be possible at least.

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Posted by ltnarol on 05-30-2002 07:09 PM:

This is what i was talking about Icefire, I'm on your side believe it or not.

quote:
Originally posted by NukebombOverkill
how about intra-system subspace jumps under pilot control. it would work kinda like the jump drive from elite (you simply hold a key and go really, really fast). you hit shift j (instead of alt) and a subspace vortex opens up as usual ecept you stay in the cockpit (no casecam). when you cross the threshold into subspace a semi transparent tunnel appears around your ship. this is not visible from normal space and your ship and the vortedx does not clip with anything in real space. you however can see where you are coing through the walls of the vortex. you can also see other near by ships that are in subspace (your wingmen for example). you hit shift j again to drop out. while in subspace you can make slight course changes (your ship's turn rate would only be 5% of the normal). this however would burn up your afterburner energy (you are diverting it to subspace drives). this would expand the size of a mission greatly.

i also want manual docking with capships (so you end a mission when you fly into a docking bay). this would be really cool if someone made a carrier with big open docking bays.

combine the two ideas and you could take off from an arcadia installation and take a trip to the battle front some 100,000 clicks away (in about 10 seconds) it would really expad the gameplay. a hud marker could indicate the mission area so that you can find your way to a fight that is beyond visual range.

to ade in visual accuracy the plannet sprites would get bigger as you aproch them and smaller as you move away. get close enough and the sprite is replaced with a plannet model, get even closer and your ship starts geting pulled in to a point where you start burning up in the atmosphere.

it would be cool if you could make freespace into a game more like frontier, where you could fly to any system with a jump node within a single mission. but that is a little too much. the subspace idea should be possible at least.

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Posted by IceFire on 05-30-2002 08:16 PM:

Aha! Ok, now that makes more sense

I do like elements of Nukebombs ideas however...being able to seemlessly jump to subspace and then hit another mission area would be cool.

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Posted by BabProj Team on 05-30-2002 08:16 PM:

Aha! Ok, now that makes more sense

I do like elements of Nukebombs ideas however...being able to seemlessly jump to subspace and then hit another mission area would be cool.

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Posted by karajorma on 05-30-2002 11:58 PM:

The problem is that the other area would have to be a whole new mission designed in FRED. It gets worse if the player tries to get back to the original mission.

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Posted by NukebombOverkill on 05-31-2002 02:04 AM:

the only really trickey part i see it the varying size of the sprites. background editor in fred should specify enough information to specify the exact location of all sprite objects in the game the trick is to have the objects scale as you aproch and move away.

if you use the generic aproach and choose locations from a list and jump automaticly, then it may be possible to have different background arangements that change to the new location when you warp.

the hard way, the realtime object scaling and course plotting, would be alot more difficult. i wouldnt have an idea where to begin.

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Posted by NukebombOverkill on 05-31-2002 02:04 AM:

the only really trickey part i see it the varying size of the sprites. background editor in fred should specify enough information to specify the exact location of all sprite objects in the game the trick is to have the objects scale as you aproch and move away.

if you use the generic aproach and choose locations from a list and jump automaticly, then it may be possible to have different background arangements that change to the new location when you warp.

the hard way, the realtime object scaling and course plotting, would be alot more difficult. i wouldnt have an idea where to begin.

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Posted by Shrike on 06-04-2002 07:36 AM:

Dunno if this has been mentioned.

Up the polygon limit per subobject.

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Posted by Shrike on 06-04-2002 07:36 AM:

Dunno if this has been mentioned.

Up the polygon limit per subobject.

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Posted by ltnarol on 06-05-2002 12:10 AM:

quote:
Originally posted by Shrike
Dunno if this has been mentioned.

Up the polygon limit per subobject.

I'll second that, we (the 158th) have some models that are pushing the limits at lod2, much less lod1. Be nice if someone can figure out a way to increase the total number of polys supported for one entire object including subobjects. I think this would be more of what the engine can handle though so it would be more work. Ideas anyone?

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