Quote:1. Light weapon ammo will obviously have a higher ammo capacity than mines and some heavy weapons. How are you going to pull that off? Make ammo use up cargo space?
I'm no modding genius, but I'm pretty sure that it's possible to make each type of weapon have a different amount of ammunition capacity.
Quote:2. Will there be "jumpholes" connecting the sectors or are you going to implement a different method of making all the in-game systems look like one single solar system?
Custom starspheres will be used to make each sector 'look' like it's part of the same system.
Transition inbetween sectors will be accomplished via docking with navigation buoys located on the edges of the sector, using a transition sequence similar to a jumphole or jumpgate.
Quote:3. That ECM suite sounds interesting. I guess you're going to use FLHook for that as well, since it's supposed to reduce the range in which you can be detected?
Still trying to work it out, not sure if we'll even be able to do it, but we're going to try =P
Quote:Oh, BTW, if weapons are going to be fixed-mounted, missiles will me worth more in combat. I just hope there will be flares en masse...
There wont be countermeasure flares at all, but missiles will have very limited ammunition, using them will be as much of a risk in combat as a bonus. If you're in a light fighter, you only have 2 weapon hardpoints, using a missile launcher on one leaves you with only one other gun once you run out of ammo. Heavy fighters, similarly, only have 3 gun hardpoints.
We're still arguing on whether or not the guns will really be 'fixed' and only fire straight forward. We may end up making the gun models fixed (so the weapon doesnt move when you aim or use turret view) - but give each gun a small firing arc so it can fire slightly to the left/right/up/down.
' Wrote:I'm no modding genius, but I'm pretty sure that it's possible to make each type of weapon have a different amount of ammunition capacity.
Well the game itself defines the value for ammo capacity in the constants.ini. FLHook is your answer then...? Else you need to use cargo to limit ammo. Decimal values should work.
' Wrote:We're still arguing on whether or not the guns will really be 'fixed' and only fire straight forward. We may end up making the gun models fixed (so the weapon doesnt move when you aim or use turret view) - but give each gun a small firing arc so it can fire slightly to the left/right/up/down.
A small firing arc would be good. If there only was an option to add HUD elements to indicate this very arc, that'd be great.
' Wrote:Well the game itself defines the value for ammo capacity in the constants.ini. FLHook is your answer then...? Else you need to use cargo to limit ammo. Decimal values should work.
Guess we'll be using cargo limitations then. Gonna be a bit rough balancing it out so that you cant have too many missiles or rockets, but you can still hold a decent amount of chaingun ammo...
' Wrote:Guess we'll be using cargo limitations then. Gonna be a bit rough balancing it out so that you cant have too many missiles or rockets, but you can still hold a decent amount of chaingun ammo...
Just make each ammo type take up a different amount of cargo space. Make people choose their priorities. It's how we plan to handle it.
On a broader note, I like the idea you're doing. I look forward to seeing it finished.