ShadowMastiff2468 ShadowMastiff2468

NEED NEW SHIP/ABILITY IDEAS!

NEED NEW SHIP/ABILITY IDEAS!

OK..so I got most of my ships down (3 to go and Ill be able to start the modding part of the mod) and lie you all know (or most of you) I focused primarily on support ships (protectors, command centers, artillery,etc...)!

Now I'd like ideas for other vessels either be for combat, scouting, new type of salvaging and what not to code some new vessels and new abilities!!

Ever wanted to see if a certain ability was possible...then throw down the description of what you want it to do down here and I'll do my best to make it for you and then send it to you once its done!

Really anything that crosses your mind and that you would love to see implemented in Sins! :D

 

Justin S.

PS: I take no credit for what I do..I do it out of passion :')   LOL

9,120 views 35 replies
Reply #26 Top

Oh cool. Abilities can have Chance To hit as well? I never even thought of that. Adds a whole new layer!

Reply #27 Top

Its not really chance to hit but you add the Targeting uplink ability and give it a minus sign in front of the +5% chance to hit turning it into -5% chance to hit..change the 5 into 50-60%! And you now have a vessel that will only hit 40-50% of the time.

Reply #28 Top

oh.. So we couldn't have something like:

 

Ion bolt

15% chance to disable engines

15% chance to disable shields

80% to disable weapons

 

?

Reply #29 Top

You could, and that's what I meant with the space pony example :P. I haven't messed with it too much so I don't know how multiple effects would work - basically, I don't know if it stops chancing after the first effect applies, or if it's a separate die roll for each effect. So in your example, if the first 15% to disable engines happens, does it just disable engines since the condition was met, or does it try to see if the 15% chance of shield disable and 80% weapon disable also happens?

I think it tries to do all of them and so you might get lucky and have all of them apply. You'd have to play around with it - I only ever made a single-effect On Chance ability that I can remember..

Look at AbilityFighterBlink as a template for how on chance buffs work :P

Reply #30 Top

I cansee it in my head..I prophetise a 20 buff long chain minimum just to satisfy that ability!!! Unless we find some easier way..well have to create hundreds of different copies of targeting uplink :(!

Man really got chack further in the files for an easier way!! Maybe find something that has an inherent chance to hit buff that we can just add to our scripting :(

Justin S. (In exam mode...:( )

Reply #31 Top

It's actually not too bad. It's a periodicAction so you can either loop it or only have it go off once (aura vs single shot, or something) and it has an OnChance to apply another buff which has the effect modifiers. It's not much different than a typical nested buff :P You'd just add a new periodicAction for each effect, so it might look something like this:

AbilityRandomDisable 

      BuffRandomDisable

            20% chance > BuffDisableWeapons

            20% chance > BuffDisableEngines

            5% chance > BuffMakeShipGoBoom

Indents for the file structure ;)

Reply #32 Top

Hahah yeah finish your finals then we'll get serious!

 

Soon as Friday comes I'll be really gettin in and starting the mod. School is most important right now though.

 

EDIT*

My bad I thought yesterday you said your exam was today. I'm guessing you just meant you had to study today.

 

(Hope your exam went well today!)

Reply #33 Top

Didnt have Exam today...today was study day (politics and economics...both classes I should have NO PROBLEM with but what the hell better safe than sorry!)!

So I will be on all week, but just not codding or anything, just helping out on the various posts and all...Wednesday evening when I come back..ITS MOD CODDING FINISH TIME!!:grin:

 

Good luck to you too man!

Justin S.

Reply #34 Top

Missile Pods - 1 supply ships which are single-shot missile launchers. Have no attacks and only a single auto-cast special ability, which kills them and launches a volley of missiles at up to 5 targets. Low health; use a mass of them to break into heavily defended systems. Should not be able to damage fighters.

Flak Pods - Just like the Missile pods, but have a single-shot detonation of our classic capital ship Flak ability, allowing them to rapidly clear out fighters if 2-3 are deployed. If possible, damages other pods to prevent spamming.

 

Torpedo Ships - Ships which have little-no attack dmg, but can spawn 'torpedoes'; suicide bombing mini-frigates that can be shot down en route to a target but are tough and deal significant damage; incapable of hyperspace.

 

Dissassembler - Ship which can kill itself and spawns two+ smaller ships in the process. These ships have an ability which, if it targets another of the same class of ship, kills both self and target but spawns one of the original ship types. Conversion big to small consumes alot of antimatter(I.E: Can't be done right after other transform), but both new selves have full health. Conversion small to big is free antimatter-wise, but the new ship appears damaged.

 

Boarding frigate - Attempts to take over a target ship; dies in the attempt. Point-blank range frigate mind control.

 

Guardian frigate - Provides "Point Defense/ECM"; -% to-hit to non-fighter enemies inside a radius passively. Can research a 'targeting drone' that lets it spawn siege/missile platform type things which give a damage% bonus in a similar area. Has low-dmg anti-fighter weapons with a radius the same as its 'point defense' radius.

 

Gateway - Acts as a phase stabilizer. Allied ships near it recharge antimatter faster and ignore phase disruption, able to travel to any allied phase stabilizer. If destroyed, leaves behind an invulnerable drone that lingers for a few minutes, still acting as a phase stabilizer.

Reply #35 Top

[quote who="ShadowMastiff2468" reply="8" id="1968748"politics and economics.[/quote] now these are fun classes