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Author Topic: Corneroids  (Read 108526 times)

GlyphGryph

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Re: Corneroids
« Reply #690 on: November 13, 2012, 03:46:03 pm »

I'd imagine combat drones would become less useful, and mostly useful as surprise rushes - using them in swarms, perhaps across several channels, and overwhelming the enemy before counter-ops can screw them up.

But they could still be effective as non-military craft - remotely piloted stealthy craft, or mining drones, transport ships, things like that.

Rather than drone the fighters, drone the cargo ships and don't put any weapons on them, so you can put your whole crew in the battleship and fighters.

(assuming we ever have a real need for cargo fleets)

Or just have a complicated set of remote control switches to activate your station self-destruct so that they need to activate, say, 10 channels in the right order to trigger it. That's unlikely to happen by accident, and they'd need to KNOW you did it in advance.
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Korbac

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Re: Corneroids
« Reply #691 on: November 13, 2012, 03:53:57 pm »

I'd kind of like to be able to have NPC's man civilian ships, although maybe I'm segwaying into something else here. :P

Remote Control combo's as combination locks would be interesting - they'd have to bribe me with a giant spaceship of my own to give them those codes. :P
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Girlinhat

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Re: Corneroids
« Reply #692 on: November 13, 2012, 03:56:59 pm »

I'd bribe you more cheaply.  My offer: Zero Lasers to the Head.

iceball3

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Re: Corneroids
« Reply #693 on: November 13, 2012, 03:58:38 pm »

Another issue comes in to play when it comes to ships though, is that the player is ridiculously maneuverable compared to them. At such rate, the player could speed past the breadth of the lasers, and shoot the ship to death in any of it's guaranteed to have blindspots. This even moreso that for some reason there appears to be friction in space, as well as players picking up the momentum of ships they come within boarding range of, thus making it a useless tactic to crash ships into players. Without an active/passive energy shield system that coats the blocks when activated, as well as possibly doing damage on contact with players/other structures, then any ship of any size could be crippled by a few people with mid/top tier drills.
« Last Edit: November 13, 2012, 04:03:13 pm by iceball3 »
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GlyphGryph

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Re: Corneroids
« Reply #694 on: November 13, 2012, 04:01:34 pm »

Remote Control combo's as combination locks would be interesting - they'd have to bribe me with a giant spaceship of my own to give them those codes. :P

The key is to establish yourself as an industrial power, selling ships around the galaxy... and never mention the whole "combination lock self destruct bomb" thing, obviously.

Just in case someone decides they want to fight you rather than buy you, steal some of your ships, or, hell, you just decide that if they don't pay up you're not going to bother with repo. ^_^
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Korbac

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Re: Corneroids
« Reply #695 on: November 13, 2012, 04:20:42 pm »

I'd bribe you more cheaply.  My offer: Zero Lasers to the Head.

I ACCEPT!  :o

Another issue comes in to play when it comes to ships though, is that the player is ridiculously maneuverable compared to them. At such rate, the player could speed past the breadth of the lasers, and shoot the ship to death in any of it's guaranteed to have blindspots. This even moreso that for some reason there appears to be friction in space, as well as players picking up the momentum of ships they come within boarding range of, thus making it a useless tactic to crash ships into players. Without an active/passive energy shield system that coats the blocks when activated, as well as possibly doing damage on contact with players/other structures, then any ship of any size could be crippled by a few people with mid/top tier drills.

This is a valid point; however, I think a ship travelling in a straight line will be faster than a player, and I think we can assume that when the game is balanced, a few hits from even a low - tier ship gun is going to annihilate a player. Considering the large risk / reward ratio and the value of live people in combat, I think ship boarding is going to require specialised equipment.

Remote Control combo's as combination locks would be interesting - they'd have to bribe me with a giant spaceship of my own to give them those codes. :P

The key is to establish yourself as an industrial power, selling ships around the galaxy... and never mention the whole "combination lock self destruct bomb" thing, obviously.

Just in case someone decides they want to fight you rather than buy you, steal some of your ships, or, hell, you just decide that if they don't pay up you're not going to bother with repo. ^_^

That would be pretty amazing. If I could automate my underlings, this becomes surprisingly viable. I could sell Wasps all day! :D
EDIT : Simply wait until the majority of the playerbase relies on your ships by selling them to all parties... then take them back.
« Last Edit: November 13, 2012, 04:23:15 pm by Korbac »
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Girlinhat

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Re: Corneroids
« Reply #696 on: November 13, 2012, 04:51:43 pm »

I've said that anti-personnel cannons will get nerfed, because they need to be differentiated on damage-to-blocks and damage-to-creatures.  Similarly, most handheld weapons will probably get nerfed to deal good damage to creatures but poor damage to blocks.  If you add armor values to blocks, like "A hit of 15 points would really be 10 points" then handheld weapons become very weak very quickly.  On that point, I wouldn't worry a lot about players taking down ships.

Funk

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Re: Corneroids
« Reply #697 on: November 13, 2012, 05:46:40 pm »

but then there will be a need for hull cutting tools (maybe some kind of explosive cutting charge?)
and anti border counter measures(mines air presser)

players need some kind of anti ship weapon(some kind missile? think space stinger missile)
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Girlinhat

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Re: Corneroids
« Reply #698 on: November 13, 2012, 05:49:16 pm »

The DarthNox pack includes a rocket launcher, that seems fair enough.  Armor is -supposed- to be difficult to bore through, otherwise people just drill your ship apart instead of using any weapons.

JacenHanLovesLegos

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Re: Corneroids
« Reply #699 on: November 13, 2012, 07:03:32 pm »

On that topic, the Darthnox plasma launcher is bugged, in that it generates power instead of decreasing it. Unless this is a problem on my end, in which case, ignore this post.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Girlinhat

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Re: Corneroids
« Reply #700 on: November 13, 2012, 07:04:57 pm »

I never bothered with it much, so I can't say.

Shooer

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Re: Corneroids
« Reply #701 on: November 13, 2012, 10:01:24 pm »

It's you (unless you are talking about the flame thrower or have the chef"Make crazy changes"annon repak), since mine uses up over 20 power a shot.
« Last Edit: November 13, 2012, 10:14:26 pm by Shooer »
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ukulele

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Re: Corneroids
« Reply #702 on: November 13, 2012, 10:27:04 pm »

News update from the website:
Quote
Programming of a multiplayer game is a real challenge. Suddenly everything becomes asynchronous but it has to work in sync with other machines across the network. I never thought it would require this much work, but this is why love programming: overcoming obstacles, learning new things and creating great games! :)

The multiplayer mode of Corneroids is coming along really well. I just finished the first iteration of method for transferring entity data over network. In the end of this week I will most probably have entities with working consoles and guns transferred over network!

But I'm still struggling with the greatest challenge of network programming: how to keep things synchronized? For example entity data is outdated the very moment it arrives to a client. Making a stable and robust base for multiplayer requires a lot of work so I cant give any dates yet, but I'll keep you updated. :)
Looks preatty bad if you ask me, sounds he could use a hand.
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Zyxl

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Re: Corneroids
« Reply #703 on: November 13, 2012, 11:18:54 pm »

I am stoked about Corneroids. So damn excited I registered on one of the few forums with an active thread and community interest just to share some stuff.

My first ship:
Spoiler (click to show/hide)
I guess it's a 4DOF as it can't strafe. All T1, very responsive controls from the low mass even with only 2 standard hydrogen thrusters per DOF. Technically the covered engine exhaust is cheating, and it has no armament either. I decided to go for a 6DOF with weapons and without blocking engine thrust in a design I nicknamed the 'sigma' layout, with 5-directional engine balls at each end of an oblong ship, with the engines intentionally embedded as deeply as possible to make it more difficult to shoot out the engines.

My second ship (Actually oblong, this is from the front so you can see the embedded engine).
Spoiler (click to show/hide)
A single standard Ion thruster for each direction on each end, and more heavily armored. Only ever finished this front half of it. Those guns don't actually shoot forward. I was unhappy with the limitations on the firing angles and found that the corner quadrants had the widest (with overlap) firing angles without my cannons shooting each other. So those cannons in diagonal corners (six per quadrant) are paired and fire with 6 assault cannons I could fit on the corners. There's 4 fire controls inside corresponding to each quadrant in front of the ship.
Spoiler (click to show/hide)
It can fire at everything you can see without shooting itself.

In another test I found that cannons on a flat surface get the widest angles of fire without blowing themselves up if you have them in a checkered pattern. While building the Sigma2 with 2x2 of 2x2 engines I realized I couldn't embed the engines deep enough given how wide the exhaust port was. Rather than wall them and have multiple 2x2 ports I decided to extend the logic in protecting the engines by embedding and went all out with a checkerboard of 1x1x2 engines and cannons. The cannons are "adjacent" to the engines (the exhaust end anyway), which "powers" the cannons. I filled the gaps between the engines with 1x1x2 power cores, resulting in a snazzy looking control room where you could easily replace engines and power cores mid-firefight without ever leaving the control room. This gives 5 axial and 4 quadrant firing ports at each end of the ship with a LOT of overlap. I also realized I could checkerboard more engines down the length of the ship for better rotation and strafing.

Here's the partially finished mini-model before I started on a larger version.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

So here's the Iron Sigma, which unfortunately was ~70% complete when alt-tabbing crashed my game and I lost everything since the last save. Rather than rebuild the whole thing, what was saved was sufficient to grasp the layout of this thing.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Maximized Dakka, minimized engine exposure. Surprisingly maneuverable, when it was more complete, with just Standard Hydrogen engines from the sheer number of them. Probably would have weighed about 1600 Tons if finished. Almost no wasted surfaces, so pretty much everything that could have did have a checkerboard of embedded engines powering assault cannons, and all corners had more cannons. I like to imagine this thing would do a slow roll rather than focusing with a single surface, such that any destroyed engines/powercores/guns could be replaced by the crew on the backside while the frontside continued to output a wall of lasers.

I liked the fantastically wide angle of fire with the guns on the corners so much I started on another ship built around that. Here's the front of the WIP:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Yes, it shoots triforces, even slightly beyond what is visible to the camera without the cannons self-destructing.
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Koliup

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Re: Corneroids
« Reply #704 on: November 13, 2012, 11:24:24 pm »

My god.
It's dakka I mean beautiful.
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