Is this the place to post ideas? Else plz redirect.
My head is so filled with ideas to a
multiplayer "Elite" game, I simply must put em
somewhere they can be used.
Engines, The Resonator addon:
Space is huge, some might even argue inifinite. So to
travel newtonian style you need timecompression to
prevent players from dying of old age and boredom - or
do you?
As long as the game is singleplayer, timecompression
is an option, but what happens when you have a
multiplayer game with timecompression?!?!
Solution:
A device that is able to amplify the engine output by
several times by resonating the gravitywell produced
by the stardrive.
Problem is, that this doesnt work well near large
bodies of gravity - so if you get near at
planet/ship/asteroid the amplification diminish.
While traveling resonated, your ship leaves a very
visible trail, making you easy to spot. It also
increases you signature.
While resonated the the ships turnrate is very very
low, if present at all.
Though a resonator can save you time, jumpdrives are
still necesary if you want to safe time and fuel.
(yes, imagine how cool it looks when you come out of a
jump and resonated travel towards a trade station -
seeing other resonated ships approach too)
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Sounds like a cool idea... it's more or less what
autopilot does but with a cool visual effect attached...
can anyone think of a way to possibly do this effect? m
aybe stretch the ship?
I thin kautopilot which checks for intervening enemy
ships is the best solution like this... just maybe needs
a snazzier effect
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the trail effect? easy :)
How about taking a sample point ever 1-2 seconds with the
ships x,y,z coord, keeping about 10-15 samples, and
connecing them with a line.
The line could be as simple as 2 intersecting "plates" (looks
like a + when viewed from behind) that paints with a white
alpha channel.
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I'm not actually sure is this real-physics? How fast would an
object travel? Have anyone bumped into AD2300 roleplaying
game? It has quite nice Hard-SciFi theories.
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You would still have a problem. Suppose you want to
travel from point A to point B, while I'm at C:
A B
C
If you were to travel without time compression I could
see you and decide to intercept you without much
trouble. If you were to engage time compression you
would fly past me in half a second and I'd never even
get a chance to get close by. The whole purpose of your
idea is to have time compression without skewing the
time frame of reference between users, but you haven't
actually done this. Unless C were already between A
and B they could not intercept you. The only fix I could
see is if C were to tell the game that it is his intention to
intercept ships passing closely enough, and then the
game would not allow A to engage his resonator if C
were close enough. Of course, this divulges to A that
there is somebody (a pirate perhaps) along his course
that he might want to avoid.
If you don't mind C not being able to intercept A, then
your idea is fine.
Also - keep in mind that a skilled player could cheat in
other ways using time compression. For example, they
could fly at low velocity but at high time compression
allowing weapons and shields to recharge faster while
otherwise appearing normal.
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The case you describe with ABC, is a case where A_ship
_should_ be easy interceptable by C_ship !!! That is a benefit
with the resonator, so people can meet even the distances
are vast.
C_ship would be able to intercept A_ship from all kind of
angles and ranges - depending on its engines!
If C_ship has really poor engines/res and A_ship has top
grade, C_ship would have a harder time to get into intercept
position.
As for resonator revealing other ships, I think its a tweak
thing. The resonator should not be asking for the entire route,
only for a few seconds ahead - depending on lag.
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The idea presented here is a little like the jump drive from
the original Elite. It didn't feature time compression, but
you could press the J key (on your MSX, Spectrum or
whatever) to skip some space, but only when your radar
showed nothing (so you couldn't use it as an escape from
fights) and there was no planet or sun in the vicinity.
I saw an online version from Electronic Arts (I don't
remember the name) that also uses hyperspace jumppoints for
interplanetary travel instead of just for interstellar
travel. That means that most of the stellar systems can't be
travelled to, you can't really intercept ships in
mid-travel, and everyone is concentrated at a limited number
of small areas in space, so I like the solution suggested
here better.
This would also make it possible for planets, moons, stars,
etc. to be farther apart from each other, without people
`dying of old age/boredom' as mentioned. I find it kind of
silly to be close to a planet and see it's moon fill my
entire screen. Think of the immense gravitational forces
that would pull on both! With a resonator drive or something
like it VegaStrike's space can be a lot more convincing.