@foreign-object-impact, on Sep 7 2006, 05:28 PM, said in Escape Velocity: Orion:
Secondly, is it possible to have collision with astroids/ships, and if possible increasing with speed.
There are other ways besides contuniously firing PD.
They take a bit to set up, though.
One is to use a spob that fires a weapon the subs in to many parts. The first few stages are invisible and multiply the number of 'roids while at the same time randomizing their locations. The final stage looks like a drifting asteroid. Have the graphic spin continuously. (unless you speed up the normal asteroids rotation, they will appear to spin slightly faster - just so you know.)
Make these able to detonate on any ship. You can even make them targetable by PD if you want.
Using a spob weapon is easy to control the distribution, however you can only fire one roid type per spob.
Here's another way that doesn't rely on spobs firing at you
You have to make special cloaked ships in the system. These ships will fire different weapons at you that look like asteroids.
In a test I did, I used three different asteroid weapons.
Large asteroids that floated in a random direction.
Medium asteroids the were fired where you were going to be (unguided turret)
Small asteroids that were fired where you are (1st stage invisible homing weapon, 2nd stage unguided)
In each case the first stage was an invisible "aiming stage" that subbed into the final stage that also had falloff of -1. This made the asteroids fade-in, which looked suprisingly natural.
I suppose you can combine these two ideas, higly controlable distribution and various asteroids and behavior by using a single pers that appears 100% in the system, that also runs away if out of ammo.
He fires his load of multiplying asteroids, then runs away and doesn't come back until you re-enter the system space. If you have one ship distributing the whole asteroid field, you want to make sure he's not a regualr dude that will warp-in according to the number of ships present in the system.
You should take a look at my System Mines plug examples. It tested various ways to mine a system, but had some asteriod elements that are relevant to your usage, I think. I have to update it, however (so give me day or two).
EDIT: I don't think you can easily get varying damage with speed with my soultion. Guy's example in the other thread can sorta simulate this (the longer you touch the roid the more damage you take) But it also uses PD to accomplish this. However, this also makes PD usless for anything else. I don't know if that's a problem for you. My version will destroy the roid with one hit. You can make it sub into smaller roids using prox trigger, but to do this it must sub before it hits your ship... so it will make for a funny asteroid. If you want to do that, I think the best bet would give a prox trigger radius of 1 to 5 pixels realizing that many roids will not sub because the prox triggered with the ship mask touching the roid mask. But for the ones that get to sub, the new smaller asteroids can provide more damage if the ship is still there. Unfourtanately, it is ships moving very fast that are more likely to avoid proper submunitioning.
This post has been edited by Desprez : 08 September 2006 - 11:29 AM