Combat & Movement
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Following from my questions regarding scale (Thanks for those answers) I have a few most questions regarding the said title. Basically I want to create a pure 3d fighting system that allows ships to roll and use the full 3d axis. This applies mainly to smaller craft as Frigates are going to play a very important rule as Gunboat, Corvettes and what not. The question I have is how do I make frigates and Crusiers move constantly during combat, lobbying for the best postion to fire there weapons. I understand I can make frigates act as fighters but I'd like cruisers & caps to move more during combat circling each other, if you ever seen Battlestar Galactica thats what I'm aiming for. Basically the entire combat system is to be fast moving with small ships with roles zipping about while Cap ships duke it out while crusiers in the dozens in support. The aim is to create small fleet action & when the time is right, full scale armandas with hundreds of ships.
With that idea in mind I also want to make battles gritty and tense afairs with explosions left right and center but also I want to add the idea of a dying ship (for the larger cap ships) That is when a ship is destroyed can I have it float subtly through space as its carcass explodes? Can I make ship wrecks & debris last on the battlfield for a length of time defined by me and float about?
Am I able to modify weapons to only damage shields for example? Create flak/Missile barrages on command (via ship abilities) Can I make weapons that punch right through shields? Can I create weapons that disable ships or functions (engines or a special ability)?
How can I length the time it takes to 'jump' from planet to the next and add a cool down for jumping. What I often find is ships jump in then jump back out at the slightest provaction, well I want to stop that by adding a cool down of say 30-90 seconds meaning thats the time needed to wait before jumping through the phase lane.
Finally how can I modify the way the graviety well works to allow longer running combat but at a minium distance from the planet, ie that combat takes place a good 50km away from the planet. I want to lengthen the size of the grav wells to allow for planetery bodies to be a large fighting arena where crossing systems can be quite dangerous as ships can hide behind planets or asteroid belts.
With that idea in mind I also want to make battles gritty and tense afairs with explosions left right and center but also I want to add the idea of a dying ship (for the larger cap ships) That is when a ship is destroyed can I have it float subtly through space as its carcass explodes? Can I make ship wrecks & debris last on the battlfield for a length of time defined by me and float about?
Am I able to modify weapons to only damage shields for example? Create flak/Missile barrages on command (via ship abilities) Can I make weapons that punch right through shields? Can I create weapons that disable ships or functions (engines or a special ability)?
How can I length the time it takes to 'jump' from planet to the next and add a cool down for jumping. What I often find is ships jump in then jump back out at the slightest provaction, well I want to stop that by adding a cool down of say 30-90 seconds meaning thats the time needed to wait before jumping through the phase lane.
Finally how can I modify the way the graviety well works to allow longer running combat but at a minium distance from the planet, ie that combat takes place a good 50km away from the planet. I want to lengthen the size of the grav wells to allow for planetery bodies to be a large fighting arena where crossing systems can be quite dangerous as ships can hide behind planets or asteroid belts.