ok so ive been wondering if it is at all possible to stop fighters and other small ships from hitting big ships and turning them around completely and downside up the stairs?
i mean, really, a fighter shouldnt be able to hit a battleship, and knock it about so that its facing the opposite way and is upside-down. the bs should move a bit, seeing as it is in space, but not THAT much.
i was thinking maybe that problem could be addressed in the next version of discovery.
like maybe the impact in those situations could be dulled a bit? i dont know if its possible seeing as im not a modder, but i thought i might give it a shot...
also, y is there a maximum resale price? i buy a battleship for a hundred million credits and i can only resell it for 7.99mil? thats the same resale price as a train, a luxury liner, cruisers etc etc.
i think maybe the ships should resell for a percentile value ( say... like half of the value it was bought at?) in all cases, not a maximum imposed as a penalty or whatever.
Both problems are already known. I know the BS ramming problem has been here a while and everyone including Igiss wants to find a solution. Think resale is a limit set by the game if I remember correctly not by the mod :unsure:
Have patience...if not...well there is the option of finding a solution for BS ramming yourself :crazy: j/k
i think the fighters just ram the bs every once in a while on their attack runs.
if ur in a fighter u usually see the NPC's fly past quite close to you which is what i think they do against battleships. Its just another ship for them and they use the same combat moves to take it down (or try too).
We must assume the AI does't see what a normal player sees.
My sugestion is that computer controled NPC's see everything as hitboxes.
Every ship has many components, usualy a main hitbox and several others for the pieces that are attached to it, such as weapons, cargo pods, etc.
It's like when you activate the ship target panel in your hud.
The NPC's have what I like to call fighter and bomber maneuvers.
When they approach fast, usually from a distance, they are targeting the main ship hitbox.
This approach makes them fly fast close to you and they quickly change direction. While this is happening, they also drop a mine.
This is what I call a bomber maneuver.
It's strange but I guess they like to drop mines like if they were bombs.
If you realise, a capship is much bigger.
Since the capships are so big, the hitbox is far from its surface, more to the center.
If we now consider the bombing tactic the NPC's use, when they run close to you they can't pass because they are actually hitting the capship surface.
They can only see the hitboxes so they get tangled in the tiny orbit they make arround the hitbox when they try to get very close to it.
They make the capship spin because they crash to the ship's surface when trying to make that maneuver.
They might get blown up because they are tangled in the ship and are droping mines. Since they can't move, the mines eventualy blow up in themselves.
This doesnt hapen all the time. Sometimes the NPC's fly arround the ship.
They mark the weapons, as we can even hear from them (something like "targeting weapons").
When they are doing that they target the other ship components' hitboxes, like guns, etc.
As those hitboxes are on the surface, they dont cause much trouble. Sometimes they fly so close they "scratch" the ship surface, making it spin just a tiny bit, but that's it.
This is what I call the fighter maneuver.
That might be a reason for the cap ship turning arround.
I dont believe they like to ramm things up like crazy sun-divers xD
NPC's react to the Hitboxes, but also there A.I is also programed to sometimes not move out of the way, hench ramming, when the A.I doesn't register the box it will simply fly into it.
And the only way to stop Spinning to add weight to the models, adding weight makes the ships just bounce off you. But this is filled with problems for players.
If you where to add massive weight to a battleship, It would be impossible to fly in or near asteroid fields, Dock with JG's or tradelanes, and your Turning would be about 1 or 2 degrees every 3 seconds, that means to do a 180 degree turn in a BS would take about 10 mins or so. Like i said Great for NPC's not players
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Angel,Sep 3 2006, 06:55 PM Wrote:NPC's react to the Hitboxes, but also there A.I is also programed to sometimes not move out of the way, hench ramming, when the A.I doesn't register the box it will simply fly into it.
And the only way to stop Spinning to add weight to the models, adding weight makes the ships just bounce off you. But this is filled with problems for players.
If you where to add massive weight to a battleship, It would be impossible to fly in or near asteroid fields, Dock with JG's or tradelanes, and your Turning would be about 1 or 2 degrees every 3 seconds, that means to do a 180 degree turn in a BS would take about 10 mins or so. Like i said Great for NPC's not players
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If you increase the weight, you can *also* increase the pitch yaw and roll speeds & Torque aswell. The manuverability statistics are not set in stone for the capital ships.
EDIT:
Ok that prompted me to look some values in the files...
A normal fighter has about 10 mass in the freelancer files... the capital ships are at 100,000 mass. So above won't fix it, unfortunately :(