Change antimatter cost into cash cost!

Another question from your ohhhh...so newbish codder ;) though I honestly do my best to learn!

this time concerning ANTIMATTER and the SINS BETA PATCH! I had read somewhere in the change log that you could now pay in credits/metal/crystal instead of the usual antimatter in order to use a certain ability!

My point is I'm making an artillery unit now and I want the player to spend moeny on EACH shot,not antimatter cus that regenerates indefinitely. I want him to have the feeling that the weapon he is using is powerul but costly!

With the money representing the price of the shell he fires!

Can anyone help on this aspect plz?

Justin S. 

3,516 views 10 replies
Reply #1 Top

I didn't look at how this is done yet, but the specific ability that was changed to cost actual resources was Returning Armada attached to the Vasari phase gates. If you have the beta files in text, take a look at it.

Reply #2 Top

lmfoa... we at 7DS had this conversation and it came down to someone RP'ing a TEC Fleet Commander yelling, "We need Flak Burst against those fighters.  All hands deposit small bills and change to the hopper!"

Credits to activate abilities is just silly.  Metal/Crystal I endorse fully.  But honestly, who in the hell wants to get pwnd because your ship's atm was dry and you couldn't activate Missile Barrage?

Reply #3 Top

If you're not going to help, the least you could do is not make fun of someone else's mod idea ;)

Reply #4 Top

I think a nice variant of that would be to have ships and structures that can create antimatter, if they're in your fleet (or if you're in a grav well with an Antimatter creating structure, then your antimatter will refill faster or slower, depending on the number of structure/antimatter creating ships avaialble. A side effect would be that when those ships or structures are destroyed they cause area effect damage to all within a certain radius.

Reply #5 Top

I'd rather spend resources on frigates like the Disciple vessel - Stealing antimatter from enemies and transfering it to the ships that need it.

Reply #6 Top

they already have an antimatter structure for the advent i believe.  i guess an antimatter ship would be cool but i don't see myself using it...more ships are always welcome no matter the function ;)

Reply #7 Top

Quoting SemazRalan, reply 2
lmfoa... we at 7DS had this conversation and it came down to someone RP'ing a TEC Fleet Commander yelling, "We need Flak Burst against those fighters.  All hands deposit small bills and change to the hopper!"

Credits to activate abilities is just silly.  Metal/Crystal I endorse fully.  But honestly, who in the hell wants to get pwnd because your ship's atm was dry and you couldn't activate Missile Barrage?
End of SemazRalan's quote

LMAO!!!!!!!!!!!!!! SWEET RESPONSE! Nicely put! Just love the 'All hands deposit small bills and change to the hopperAll hands deposit small bills and change to the hopper' ! It's killing me right now!!!! *I'm bent in two laughing!!!

Secondly,

Quoting verybad, reply 4
I think a nice variant of that would be to have ships and structures that can create antimatter, if they're in your fleet (or if you're in a grav well with an Antimatter creating structure, then your antimatter will refill faster or slower, depending on the number of structure/antimatter creating ships avaialble. A side effect would be that when those ships or structures are destroyed they cause area effect damage to all within a certain radius.
End of verybad's quote

I am currently implementing this in my Nephil mod, my dear friend!

I have 5 utility ships to begin with!

*Tanker (boost turn and ship speed) but becomes neutral and explodes for massive AoE when it is destroyed,

*Supplier (reduces ability cost, decreases antimatter cost),

*recycler (gain a percentage of ressources everything ANY ship in the gravity well is destroyed,

*Gerellion (a mobile ship factory) which has the repair ship ability

*and finally, last but not least, The Backstabber, A medium range artillery gun capable of firing 4 times before becoming obsolete (though the shots it fires are shield piercing :) (Awesome disposable little toy before you say hello to an enemies fleet or homeworld! ;).

Reply #8 Top

Ooo im really interested in how you made the utility ships. Did you just use entityModifiers? With some sort of range? Or is it a single effect that only works with one ship at a time?

Reply #9 Top

I would guess he made new ships and gave them those specialized abilities. Like the turning/speed booster would just be a ship with a passive abilities that applies a buff to all friendly ships in a radius around the support ship that modifies their agility and max speed :) So on so forth for the others.

It's pretty cool that the game allows you to do that. You can make a repair vessel for example, give all base ships 0 hp/shield regen (or just hp, whatever), and then give the repair ship a constant passive regeneration affect that applies to all ships in a radius. You could make a "fuel" ship, give all base ships 0 antimatter recharge and only the fuel ship can regen their antimatter - so no fuel ships and you can only use abilities a few times before you're dry, etc :)

Reply #10 Top

Annatar you'Ve hit the jackpot as to what I'm trying to accomplish!!

And the abilities are in fact passive abilities (some might be active to involve the player a little more in their operation), I'll need a little while to get them all operational (I finished my ship statistics charts yesterday, so I'm only starting to code the race now!

I just hope people will like the concept! :( I'll be extremely happy to send this mod out to the world but if I'm the only one enjoyiing it...I'll feel a little sad :( I might go ahead and join 7DS like SpardaSon asked me :)!!

Well far from that anyhow!

BTW: I got a 'Liberator' online, it's a basic cruiser which contains 24 long-range missiles and an incredibly strong explosive payload. The use of the ship, is you run into firing range, cast missille barrage on nearby ships, and the moment missile barrage is done, the ship blows up in a large AoE explosion (weak at start but increasible through technology)! Thank StCobalt, to have manage to code such a thing!

Watched it on a video he recorded for me and damn, a large chunk of the pirate station suddenly vanished :)! AWESOME!