Fighter Loadouts - A tough problem
So I've been tinkering with Nova for a bit after a loooog hiatus of not playing EV/O/N.
I'm haveing fun making new things, though there were some spots of fustration. Most of this time I could find the answers by expiramenting or just by searchng through this board.
I'm busy creating a slightly different interpertation of how EV works...
In this project, the combat feels more like naval combat, more time to react and work tactics and less reflex. Everything is smaller and slower - so as if you were viewing the space scape from farther above.
Ships are always constantly draing fuel. Most outfits consume a bit of power, and most weapons consume power also. If you run out of power, you're probably dead. This complicates the logistics of traveling and engaging in battle far from your bases.
This creates new and interesting challenges for outfitting your ship. Sure, you can mount those 8 heavy blasters, but they suck power pretty quick, maybe you should get a larger power source instead... Should that fighter forgo the advanced IFF/Mass sensors to save on fuel drain? Is that radar jammer worth the cost in power consumption?
Of course, this means that there must be tools to address the issues of a constantly draing power supply. Like auxiliary/reserve power systems that don't provide fuel until you need it, different generators and such.
I had some creation challenges, and wrestling with NCBs, but I've managed a few nice things so far.
I've managed to create turrets that can be toggled between point defence/regular mode mid-battle. Also works to turn off/on PD weapons.
A "pulse" weapon that expands out from the firing ship 360 deg. to damage missiles and ships alike (even ships unaffected by PD weapons)
Commands you can prefom mid battle, like:
"more power to the shileds!" (drains fuel and recharges shields for a short time), or
"switching to auxiliary power" (consumes an item to regenerate fuel for a time) or
"rerouting power from navigation" (quickly regenerates fuel but reduces accel, speed, visuals, radar until you can land for repairs)
(Most of the above is accomplished by pulling up the active mission box and "aborting" a mission to activate a particular effect.)
Different launchers can be combined in different ways with different different missile types. Each launcher can fire multiple types of missile, and each missile can be used with multiple types of launcher for different launch characteristics.
This works out pretty nice in battle too.
I'm having some issues trying to make it so you can't land on a planet (atmospheric flight) unless you are in a small fighter or ship, or your capital ship has shuttle or fighter to use. But I think I can work that out.
So anyway, my biggest hurdles were time travel and the ability to switch your fighters to different loadouts for different tasks.
Time travel is solved and you can visit the universe in 5 different eras so far. Like, go ahead in time, grab some technology and bring it back to the past to use. Solved, that is, except for the fact that to make the numerical date match would take my computer about 3 hours to loop around 65534 years using date post. Can't have that! (It takes about 15 seconds for the comp to think about how to advance the date by 32767 days.) So I'll just have to explain away the invalid date somehow. Right now I'm displying the current era as a mission in the active mission box.
My biggest challeng so far, and reason for this log winded post, is trying to have the ability to give your fighter different loadouts.
Such that you buy a particular fighter, and maybe have two options: an anti-fighter loadout, or an anti-ship loadout.
Ideally, I'd like to be able to select the loadout and then launch them into battle. Then, and some point, recall them to re-arm and select a different loadout, and send them back into battle.
However, it looks like I'm going to have to settle on landing at a planet to do the retasking. Just as long as it doesn't require going all the way home and selling and repurchasing a different fighter bay and fighters.
The same weapon using multiple ammo trick doesn't work with fighters too well, because fighters can come back after launch. This can lead to ways to get more fighters than you are supposed to be able to hold.
I could revamp the fighter bay system and limit your fighter numbers of how much mass you have available, which would be nice. Except Nova doesn't check for mass constraints when capturing or recalling fighters. This too can lead to having more than you should be able to hold.
Another part of the problem is that while Nova keeps track of how many fighters you have, it doesn't mach the outfitter screen if you have some launched when you land. I tried making an outfit that is only available if you have a particular fighter, that converts it to a different fighter (loadout) when bought. But you can't Dxxx a fighter that is currently launched even though a launched fighter will still trigger Oxxx. That's a problem.
I don't think I can use a seperate item or NCB to track fighter numbers because how do you get that to recognise when a fighter is killed?
Unless someone can think of another way, I think I need to be able to
automatically recall all fighters (or force the player to recall all fighters)
OR
track total number of fighters (launched and unlaunched)
OR
track when a fighter dies
OR
Trigger stuff on fighter launch/land
I don't think any of these are possible?
There might be a way to use a cloaked përs that follows you around. You target it and it looks like you are communicationg with a different section of your ship. Contacting it would be like "Fighter command here. Would you like to change loadouts?" This is the only way I can think of testing and offering different missions during battle. The "abort" activation mentioned earlier won't work because it cant "test" a condition after it's already a mission. There seems to be no other way to test a variable with precision timing unless you warp, land, or take off.
And I'm still not sure this is possible due to the Number in bay/Oxxx inconsistancy, but I have yet to test in space.
Any help?
Oh, and is there a way to automatically activate the weapon saftey? I notice that you can select a weapon that uses ammo. Land and sell the launcher. Then when you go back into space the weapon is still selected if you have ammo. (but you can't reselect it if you change weaps)
Edit: Err, not sell the launcher. I meant to say Dxxx the launcher and it will still stay selected. Selling will de-select it correctly.
This post has been edited by Desprez : 02 November 2005 - 12:58 AM