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Author Topic: [CRAFT] 4 weapon aircraft  (Read 27690 times)

Offline Aldorn

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Re: Mockup of 4 weapon aircraft
« Reply #15 on: June 26, 2014, 02:04:42 am »
All in one, that's crazy

So 4 craft weapons are possible, this is interesting.

I am sure there is something to do with this to make UFO interceptions a bit more tactical. Have to brainstorm about it.
« Last Edit: June 26, 2014, 02:07:48 am by Aldorn »

Offline Yankes

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Re: Mockup of 4 weapon aircraft
« Reply #16 on: June 26, 2014, 04:29:28 am »

Offline Aldorn

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Re: Mockup of 4 weapon aircraft
« Reply #17 on: June 26, 2014, 04:36:09 am »
I don't think it will, because aircraft could be equipped with 4 identical weapons, for example Avalanche Lounchers - so still at some point lines would cross. Unless I don't understand what you mean by crossing lines. :)

Here you have an example of "crossing" lines (on 3rd screen)

But result is nice  :)

I think it's just a best practice to acquire : always equip low-range craft weapons on bottom slots, and high-range craft weapons on top slots
« Last Edit: June 26, 2014, 04:40:40 am by Aldorn »

Offline AlienMuncher

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Re: Mockup of 4 weapon aircraft
« Reply #18 on: June 26, 2014, 10:51:45 pm »
That's great Yankes! Love it! Is there relation between weapon pod number and its placement on tactical screen? (during ufo angagement) Like 1-2 on top, 3-4 on bottom?

Offline Mr. Quiet

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Re: Mockup of 4 weapon aircraft
« Reply #19 on: June 26, 2014, 11:33:09 pm »
Maybe you can add weight into consideration and let us decide how much ammo we wanna load each gun with to make sure we don't hit that weight limit. That should help with balance after much testing.

Offline Warboy1982

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Re: Mockup of 4 weapon aircraft
« Reply #20 on: June 27, 2014, 03:37:39 am »
or... you could just have two weapons with twice as much ammo that fire twice as fast, do you REALLY need that many options?
« Last Edit: June 27, 2014, 03:43:59 am by Warboy1982 »

Offline Aldorn

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Re: Mockup of 4 weapon aircraft
« Reply #21 on: June 27, 2014, 07:35:42 am »
or... you could just have two weapons with twice as much ammo that fire twice as fast, do you REALLY need that many options?
This allows to activate 25%, 50%, 75% or 100% of craft weapon's power, and possibly have 4 different types of craft weapon :P
« Last Edit: June 27, 2014, 07:37:34 am by Aldorn »

Offline Yankes

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Re: Mockup of 4 weapon aircraft
« Reply #22 on: June 27, 2014, 10:32:21 am »
That's great Yankes! Love it! Is there relation between weapon pod number and its placement on tactical screen? (during ufo angagement) Like 1-2 on top, 3-4 on bottom?
opposite, original weapons are on the bottom. They stay in original spot.

Offline Warboy1982

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Re: Mockup of 4 weapon aircraft
« Reply #23 on: June 27, 2014, 10:32:58 am »
This allows to activate 25%, 50%, 75% or 100% of craft weapon's power, and possibly have 4 different types of craft weapon :P
so why stop at 4? why not 10? why have any limit?

Offline Falko

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Re: Mockup of 4 weapon aircraft
« Reply #24 on: June 27, 2014, 11:27:48 am »
its your fault - you devs gave the ruleset a weapons parameter and everybody wanted to increase it :)

Offline Aldorn

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Re: Mockup of 4 weapon aircraft
« Reply #25 on: June 27, 2014, 11:34:56 am »
so why stop at 4? why not 10? why have any limit?
That's your job to tell us what are the limits...  ;)

Offline Jo5hua

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Re: Mockup of 4 weapon aircraft
« Reply #26 on: June 27, 2014, 11:39:57 am »
Wait did you actually build it and get it working in game?? Or is this a mockup. o0

Offline yrizoud

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Re: Mockup of 4 weapon aircraft
« Reply #27 on: June 27, 2014, 12:01:29 pm »
That's your job to tell us what are the limits...  ;)
320x200 8)

Offline Warboy1982

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Re: Mockup of 4 weapon aircraft
« Reply #28 on: June 27, 2014, 01:43:21 pm »
That's your job to tell us what are the limits...  ;)

2

... but i'm clearly not going to win this so why bother resisting it?

Offline Solarius Scorch

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Re: Mockup of 4 weapon aircraft
« Reply #29 on: June 27, 2014, 02:26:50 pm »
I think the only real gain we'd have from this is more variety of craft, which people seem to generally like a lot (including myself). However, adding two slots to the max number wouldn't change a thing by itself. You also need some sort of mechanics that makes craft design viable.

I don't have a ready system in my head, but I suppose it would involve weapon slot types, so that you wouldn't be able to load anything on any slot. Or maybe some sort of energy requirement for weapons, so that you wouldn't be able to fire 4 Plasma Beams at once without having enough power sources, for example. Or maybe there would be various sizes of weapons, some of them taking more than one slot, so you can choose between four Vulcan cannons or two Vulcan cannons and an AA-gun or two AA guns or just one big ass gun.

Therefore, allowing for 4 slots is not a feature in itself, but it's a necessary step if this system is to be introduced. Since this is a rather big project, and not exactly related to remaking X-Com games, I fully understand it's not a priority (to put it mildly). However, it could have great modding potential.