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Ship cannons/weapons


Quebra_bilhas

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I haven't, yet, read all topics, but I have one question about big size ships.

Will they have automatic fire target or it will be crew shooting?

in my opinion its more fun to have crew shooting instead of IA fire, but if there is no crew how can a big size ship fire?

Only use counter-measures, use engines to get away????

I search for a game were I can be part of something and not play "alone". And this game take my attention because of that.

 

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From my understanding, you can have crew controlled weapons and script controlled weapons.  The "need" to multi-crew should be based upon complexity of the task.  A person is going to be a lot more efficient than a script.  However, there should be no restrictions upon players who would like to attempt to pilot larger ships by themselves.

 

Some people are just loners.

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From my understanding, you can have crew controlled weapons and script controlled weapons.  The "need" to multi-crew should be based upon complexity of the task.  A person is going to be a lot more efficient than a script.  However, there should be no restrictions upon players who would like to attempt to pilot larger ships by themselves.

 

Some people are just loners.

 

Excuse me.. I prefer the term, Independent Adventurer!... :)

 

But yeah, Ripper is right, you can have a ship any size you want (when you have the materials for it of course) with as many places for people inside it as you want, but that majority of actions that will be required are presumed to be able to be scripted, if you are good enough with Lua.

 

I'm going to stick to the small single player ships that i can nip around and potentially breach inside bigger ships and fly around inside them.. Think episode one! :)

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Yeah a simple LUA script will not be a proper substitute for a player sitting at the controls.  At best it will be a back up if you are shorthanded or the character gets taken out while shooting or something.

 

 

I would expect to be able to configure fully functional turrets that are controlled by LUA script. However, coding in things like priority and focus firing of the turrets to coordinate attacks will be more complicated and something only the experienced coders will be able to manage. Because of this, having things like AM and flak cannons AI controled will probably be best. I would think the AI would have better tracking and aim. But your main railgun or lasers will most likely be better off controlled by a Human. This would allow better control of target selections in a rapidly evolving battlespace and likely worth the lower accuracy. 

 

I do hope there is no hindrance on those who wish to design the more complex system and allow players to solo pilot any ship if they choose. 

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I would expect to be able to configure fully functional turrets that are controlled by LUA script. However, coding in things like priority and focus firing of the turrets to coordinate attacks will be more complicated and something only the experienced coders will be able to manage. Because of this, having things like AM and flak cannons AI controled will probably be best. I would think the AI would have better tracking and aim. But your main railgun or lasers will most likely be better off controlled by a Human. This would allow better control of target selections in a rapidly evolving battlespace and likely worth the lower accuracy. 

 

I do hope there is no hindrance on those who wish to design the more complex system and allow players to solo pilot any ship if they choose. 

 

I don't believe there will be a hindrance, because there is no unfairness about it as you can trade/sell your scripts I think (not 100% sure).. So if that is possible whatever is designed/coded is kinda available to everyone. not sure if peple will want to sell them but the option is there, it's not locked to a single person.

 

So I too hope/ think there is no hindrance to coding lua.. I've just got to sit down somewhere and learn it ><

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I would just like to reaffirm that even though there may be a crew position on the ship, a "gunner" or weapon master. The targeting interface even for ships is supposed to be lock on and fire the weapons.

 

They havent said to my knowledge yet how exactly the weapons will work, or track targets. They hint that it will be like eve, but they havent said if the guns will have cones of fire, if the turret will have to be facing the locked on target, or if they will work like eve and just have tracking stats. It matters less o me since Ill probably use missiles and torpedoes regardless of the other weapons... unless I can make a ship with hundreds of very slow reload cannons, and broadside people.

 

I also believe that even when they say there will be crews, it is a guess that they dont intend for hundreds or even tens of players to operate a single ship.

 

Speculating, I assume that small fighter type ships will be their own skill line.

light duty ships will probably be 1 person

destroyers 1-2

cruisers 2-3

battlecruisers 3

battleships and carriers 3-5

dreadnaughts 6-8

 

This is just a basic descriptor, you may instead of a regular cruiser with guns, make a escort carrier out of it for instance and then you would probably need more people to operate it effectively.

 

You really just have to imagine, what all roles can they really invent and will need human attention and interaction.

Commanders  (squad buffs - faster tracking - emergency maneuver - ship cooldown buffs - improved turn rate)

Weapons ( pick targets - reload speeds - weapon tracking speeds - offensive electronic warfare )

Defense ( boost shields - shield regen - shield defence specialty (explosive, laser, plasma etc) - hull patches - nano repair )

Engineer ( Fix damaged fighters - negate electronic warfare - overload engines, weapons, shields, warp drive)

Marines  (medics, operate internal turrets and ship defences, seal off bulkheads, defend ship from boarders, assault and board enemy ships)

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I don't believe there will be a hindrance, because there is no unfairness about it as you can trade/sell your scripts I think (not 100% sure).. So if that is possible whatever is designed/coded is kinda available to everyone. not sure if peple will want to sell them but the option is there, it's not locked to a single person.

 

So I too hope/ think there is no hindrance to coding lua.. I've just got to sit down somewhere and learn it ><

 

I'm not sure about trading scripts directly, but that could be traded outside the game as well. But in the Dev blogs they did mention making a control system and selling that as a type of module. So I could design a targeting and firing system and sell the DAU for that to others. But yes, someone will have to be willing to sell their hard work, and while I know it will happen eventually I think the best of the best will have their own unique scripts that will be kept to themselves or their allies. 

 

As far as LUA, I put off learning it for MC FTB and the turtle system but I took a look at it this week and its a pretty simple language. The biggest thing is knowing the call functions available. However I am an Electrical and Computer Engineer so I know a few programing languages and most of the guys in my group do as well. 

 

I would suggest learning the basics of coding and how things work, essentially understand the logical process of it. It can be LUA specific since thats the language you will use, but any works. After that it is just seeing what functions are available to you in the environment you are in. 

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(Posted Friday 30th of January 2015 on the DevBlog)

 

/snip/

The first ship you will pilot will likely be a single seated one-person ship, mostly for transport or small cargo jobs. The experience of piloting such a ship will be similar to the classical cockpit first person/third person view we mentioned at the beginning (you will be given ways to choose which type of view you want).

 

/snip/

The control of this multiplayer crew ship would be distributed to several players according to their specialization. People for navigation, some others for left bank/right bank weapon systems, missiles, others for repair facilities, radar, energy systems, com, or for the faster-than-light engine, etc. You would need real team play to fly an interstellar mothership, creating emergent “professions” ingame as people specialize in certains aspects of ship control.

 

Now, imagine combats. Besides the specialized weapons allocation to various crew members, the fact that the ship is a real object and not some formal 3D image allows for incredible things: partial structural damage that must be repaired (crew members racing to fix this broken hull - FTL anyone?), but also even more exciting is the possibility to board another ship after having cracked open its hull. In my opinion, from an emergent/strategic point of view this is a very interesting alternative to the classical way of completely destroying any enemy ship during combat: instead, board it and take control! Note that we don’t know yet how much of this will be playable in the alpha or beta stage, but it will definitely be something we will support in the long term.

 

I agree with Saffi that there could be a whole lot of different roles for spaceship crew members, but not with his estimates of how many people will be manning said ships. From the above, they are definitely not going half way with multiplayer ship crews. A battleship, I mean real huge ship like 250+ metres (820+ft) long really would require dozens or maybe even hundreds of real players to fly at full strength.

 

Automation will be relatively basic. Droids will be used primarily for simple repetitive tasks.

 

EDIT

There's a caveat to all that though. Players will design ships themselves. So you could build a ship the size of battleship which has limited functionality such that its full complement is just 5 players but could be piloted by even just a single player. Would this ship be able to compete with a 100 man ship of a similar size? Would you be better off with a much smaller 5 man corvette?

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hi :) !

 

ok i think the theme ,,weapons,, be a littlebit diffult because we speak between handhold weapons and ship weapons.

 

huger and bigger ships (so is my idea) must get special user support.

this means, that too heavy or big ships needs a higher crew membership for control the rly big guns. 

 

but if you begin with small ships (fighters, transporters or hybrid ect..) you must get a good AI support of automatic weapons.

 

in the game elite dangerous is a higher active 1 person aspect in the complete gameplay. this is a problem, because the low multiplayer activity on some servers.

many guys will play with a team and this can be implemented into the navigation and crews for the ships on the ,,higher sector,, or ,,huger ships,,

 

how ive seen in the first look of DU, it will have a big aspect on the FPS and the battles on the ground too. the handhold weapons what

the users will get, must be compatible with the gamplay and the ambient. not too much of ground vehicles hows big tanks!

this will be the hardest one to get the balancing between the FPS and FSS. 

 

btw please dont begin with ships hows frigate or destroyer classes! .. many many players will fly smaller ships and will work for the

higher or bigger ships on step by step. 

 

i don´t know how the skill-system was planned. but  a small line to the skill-system of eve online will be a good opinion for DU so i think. 

 

this is a point for the weapon types and the research of it. 

 

so i think this is the first one, what i can write in the first post here in the forum :)

 

 

sry my english is not the best, ive small problems with languages so i hope nobody missunderstand how i mean my suggetion.

 

thanks for reading!

 

lg,

dead8eye

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hi :) !

 

ok i think the theme ,,weapons,, be a littlebit diffult because we speak between handhold weapons and ship weapons.

 

huger and bigger ships (so is my idea) must get special user support.

this means, that too heavy or big ships needs a higher crew membership for control the rly big guns. 

 

but if you begin with small ships (fighters, transporters or hybrid ect..) you must get a good AI support of automatic weapons.

 

in the game elite dangerous is a higher active 1 person aspect in the complete gameplay. this is a problem, because the low multiplayer activity on some servers.

many guys will play with a team and this can be implemented into the navigation and crews for the ships on the ,,higher sector,, or ,,huger ships,,

 

how ive seen in the first look of DU, it will have a big aspect on the FPS and the battles on the ground too. the handhold weapons what

the users will get, must be compatible with the gamplay and the ambient. not too much of ground vehicles hows big tanks!

this will be the hardest one to get the balancing between the FPS and FSS. 

 

btw please dont begin with ships hows frigate or destroyer classes! .. many many players will fly smaller ships and will work for the

higher or bigger ships on step by step. 

 

i don´t know how the skill-system was planned. but  a small line to the skill-system of eve online will be a good opinion for DU so i think. 

 

this is a point for the weapon types and the research of it. 

 

so i think this is the first one, what i can write in the first post here in the forum :)

 

 

sry my english is not the best, ive small problems with languages so i hope nobody missunderstand how i mean my suggetion.

 

thanks for reading!

 

lg,

dead8eye

 

Welcome to DU, I like how you chose to used your first post, I think i understand some of your concerns.

 

Large ships will be able to be piloted by more than one crew member at a time, I'm unsure if there is a negative effect on piloting a large ship with only 1 person, but multicrew ships are there so i would imaging its more that you get a benefit if you have more people piloting, rather than you get a negative if it's only 1 person.

 

DU will be a single shard game, meaning that every single player who logs in will be on the same server, regardless of time-zone or player amounts. Even if every single player is in the main Arkship on Alioth, every player is still logged into the same server. Also, the game will start with all players spawning on Alioth inside a arkship, so the centre of the universe for every player is Alioth and i imagine it will always be since the arkship on alioth will be the only respawn point for a long time.

 

DU is a emergent gameplay game. Meaning that we, the players, decide what is Law/ Politics/ Rules/ good/ bad ect.. inside the game, we build the buildings, we build the ships, we decide what the game will be, there is nothing pre-made by the devs other than a few select categories such as elements or arkships.

 

FPS and ground battles i would assume will only be in the very start of the game, once a player has a ship it will be very ship based combat unless you are attacking a base/space station or trying to board someones ship. Land based vehicles (using tracks/wheels) i do not know about, unless you can create it from the tools the devs give you, as there is anti-gravity devices and thrusters as your main vehicle elements to do with transport/movement.

 

Ships will be small to start with and they will grow in size, but the beginning of the game will be a long process of getting into space. The devs have stated that players made not leave the planet Alioth within the first few months because of the cost of building in the beginning, obviously it gets easier as you have machines to do the mining for you. So the length of time to get off the planet i think will be just for the first people into the live game.

 

Research is a topic that is going to be discussed more in the future, there is a DevBlog going to be coming out about it in the future, we just don't know when.

 

Your English is good, I would not worry about that, If I misinterpreted something you asked please just ask again, we are people from all over the world, many not being native English speakers themselves, so if we misinterpret something, just ask us again. We will try to respond with the correct answer, and if we can't, then there is always google translate or someone who speaks the same language :)

 

Anyway.. Welcome to DU, I hope you enjoy your stay.

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hi! :) there!

 

hehe thanks for the welcome! ;)

ok nice to read the feedback, that some players and you understand what im writing xD

 

ok i must say, today it is the first day, where ive heared about DU. i read the game descriptions, the dev blog on

facebook and some little feedback from the mainstream. videos are not made yet, so it is a littlebit problematic

to see some gameplay balancing directly.

 

how i now understand the game, it will be possible to customize your own ship up to 100% so .. like Evochron, build cities,

facilities and space stations over the time. 

 

this opens many many new ways if it balanced correctly. 

 

the weapon types are the primary aspect of each space game. what ive found in the internet about the actually weapons of DU, many turrets can be installed.

so my next question is - will small ships get turrets too or is it only for larger ships? xD

 

the next one is, mining. this is an other theme, i know, but mining ships with weapons be the next one. 

my personally feedback about that is, that mineing ships get not too much weapons, but drones be a good opinion i think.

in eve you can install on your ship some ,,dronehangars,, for your carriers and mining ships. harvest drones or defensive drones for this one, ill hope will be integrade into the game, it will be very nice. 

 

however, because the singleplayer aspect, it is not bad, but a complete game on server based mechanics ... i think DU is not the right game. sry if i misunderstand it a littebit but i think so, that DU will get the mechanic how elite dangerous, where you can only play on servers or online singeplayer. 

 

this is not sooo perfect, if you must logged in to play this game. an offline mode will be a specific point but.. :D i think the devs will bring they own balancing.

 

 

i hope it is the right place to write my suggetions. :) ill be very happy if the first test version of game will be released. on the E3 i can´t go this year :/ because 

speaking directly with the devs about the game. normally, i speak always with devs directly to understand the mechanics of each game and DU is very very 

interesting.

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hi! :) there!

 

 

 

the weapon types are the primary aspect of each space game. what ive found in the internet about the actually weapons of DU, many turrets can be installed.

so my next question is - will small ships get turrets too or is it only for larger ships? xD

 

the next one is, mining. this is an other theme, i know, but mining ships with weapons be the next one. 

my personally feedback about that is, that mineing ships get not too much weapons, but drones be a good opinion i think.

in eve you can install on your ship some ,,dronehangars,, for your carriers and mining ships. harvest drones or defensive drones for this one, ill hope will be integrade into the game, it will be very nice. 

 

however, because the singleplayer aspect, it is not bad, but a complete game on server based mechanics ... i think DU is not the right game. sry if i misunderstand it a littebit but i think so, that DU will get the mechanic how elite dangerous, where you can only play on servers or online singeplayer. 

 

 

 

As far as what ships get what, I hope they dont put restrictions. If we truly are able to do as we please, then as long as we meet the requirements (power, cpu, space and what not) then we should be able to put what modules we want on any ship.l

 

Sure a fighter wont have a massive rail gun, but thats because of size and weight not that the game will limit you. If I want to put mining drills on my capital ship then why not? 

 

I have always hated games that did that, and I get balance issues. But when you can make your own ships balance is out the window. It becomes more of a real world scenario. Clearly some setups will be superior to other, and DU should not cater to those who wine that it needs to be fixed. Railguns, Missiles, Projectiles, and Lasers are not all equal all around. Each has advantages and disadvantages in various aspect. But depending on technology, one may be a clear cut winner all around. 

 

Let the players decide what modules and components they want on what class ships

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To be fair, the best way to think about ships is that there are no different siE ships... there are no large or small ships, only the size you decide to make them.

 

If you want a shop with 100turrets on and only 20voxel blocks, go for it, if you can get it to work at least.

 

All ships will be player designed, every voxel and every element. You want a small hole with 20thrusters and 1 weapon.. do it.

 

There is nothing (so far) stopping you building whatever you want.

 

As for mining vessels, again, they are just a ship... same as a ship with weapons, only your put a morning drill/laser on it. Ship design is 100% the player choice :)..

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hehe :) hi!

 

yes i know and understand that all ships will be made by players. how i say, iam completely new and must read all forum posts first

to understand the basic mechanics xD.

 

the editing of his own ship is with a extern tool? many users who will create ships have not the modelling experience.

 

thanks for your help guys to understand the basic mechanics. in the mainstream and internet, you dont get enough informations. this is a littlebit problematic outside of the F.A.Q. or descriptions here on this website.

 

btw because the system requirements. i rly hope, that the game gets not too much requirements because guys, who did not get the hardware. 4-6GB RAM hopefully be a good opinion if it possible. i know many people and friends who speak with me about RSI .. also star citizen. the requirements are too hard and this grounds that few players not support the game because its not playable. 

 

i think to speak about the system requirements, it is the wrong topic :) .. so sry for that. 

 

 

the game will be the best one i hope, and can´t wait to support it. what ive read in this few time since my first sign in (yesterday) it gets me xD.

 

so.. now i reopen this topic for the discussion about weapons for the ships! ;)

 

btw how many weapons will be planned? actually i can see only turrets but not hard-installed Lasers or everything? and will it be possible to

config your own weapon systems in the/an extern editor?!

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I will be pushing them to give me missiles, rockets, torpedoes, and anything else that goes boom.

 

Ill wipe your missiles from the sky with my rail gun cakes. Then my LASERS will carve a giant heart shaped hole in your hull. Matching the hearts on my companion cube ship. (I actually did this in Starmade to people)

 

I hope the implement systems so I can turn my ship into a rail gun to launch massive planetary bombardment kinetic kill shells. Maybe use gravity drives to accelerate it. 

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Ill wipe your missiles from the sky with my rail gun cakes. Then my LASERS will carve a giant heart shaped hole in your hull. Matching the hearts on my companion cube ship. (I actually did this in Starmade to people)

 

I hope the implement systems so I can turn my ship into a rail gun to launch massive planetary bombardment kinetic kill shells. Maybe use gravity drives to accelerate it. 

 

I read that and thought you wanted to turn your ship into the ammo for the railgun... That would have some destructive force if you could create the ammo that goes into the rail gun as well and have a planet sized gun to shoot it from... 

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I read that and thought you wanted to turn your ship into the ammo for the railgun... That would have some destructive force if you could create the ammo that goes into the rail gun as well and have a planet sized gun to shoot it from... 

 

I was thinking an acceleration channel down the spine of a ship. Using gravity generators or magnetic coils to accelerate voxel shells I create. Maybe even putting in explosive material inside it. Accelerate it to insane speeds down on stationary or slow moving targets. 

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I was thinking an acceleration channel down the spine of a ship. Using gravity generators or magnetic coils to accelerate voxel shells I create. Maybe even putting in explosive material inside it. Accelerate it to insane speeds down on stationary or slow moving targets.

If fuel storage and mixing of liquids and such come, this will be an amazing idea. Throwing your fuel cells at the enemy.

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If fuel storage and mixing of liquids and such come, this will be an amazing idea. Throwing your fuel cells at the enemy.

Napalm bombs?

 

I fully expect there to be explosive items like C4 in the game. Load your shell with them and detonate on impact. 

Or go with your idea and shell a few dozen shells full of fuel down followed by an ignition source, followed by marshmallows. 

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