Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: FPF-DieHard on June 30, 2008, 03:57:49 pm
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Can missions be programs so killing a carrier/tender DOES NOT kill the attrition units on the board?
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Can missions be programs so killing a carrier/tender DOES NOT kill the attrition units on the board?
Unfortunately not, at least if they were launched from the carrier/tender.
It is possible to generate fighters/pfs separately, but then they are treated as completely independent ships, and can't be recovered by a carrier/tender and can't follow the orders of the carrier/tender.
dave
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Can missions be programs so killing a carrier/tender DOES NOT kill the attrition units on the board?
Unfortunately not, at least if they were launched from the carrier/tender.
It is possible to generate fighters/pfs separately, but then they are treated as completely independent ships, and can't be recovered by a carrier/tender and can't follow the orders of the carrier/tender.
dave
Could the number of remaing units when a carrier is destroyed be somehow recorded and used to respawn them like they never disappeared?
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Pretty much what I'm trying to do is get a full Flotila of 6 PFs on the board by putting 2 PFs on the PF Leader. I don't want those PFs returning to be repaired nor do I want the 2 to blow up when the PFL dies as it WILL be the first thing targeted. I guess it's not possible so if it's done like this I'll have to find a "Shiplist" option.
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Haha sounds like someone has something cooking ;) Cool...
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As fighters have limited liffe support and therefore space flight duration, the loss of a home carrier or tender would mean that the unit would be kind of up sh*t creeak without a paddle, if in deep space or in an unhospitable star system.
They would either perish in the cold of space, as their life support systems ran out of steam, be picked up by another vessel capable of landing fighters, abandon the fighters and be rescued by a friendly starship or attempt to put down on a planet capable of sustaining the crews and await rescue.
The range of fighters is not great, maybe only a few light years, so travelling to a close star system isn't always an option.
OK, in our LAN campaigns, we manage fighter squadrons as independant units that are attached to a carrier, base or ground station.
For Star Fleet, all fighters carried by space vessels are operated by the Naval aspects of the fleet and all ground based fighters are operated by the Marines.
Perhaps fighters should be regarded as units and attached with various carriers, tenders, stations and bases during a campaign. As with real life 21st century air squadrons, they could be moved around from carrier to base to station, etc. to make up losses, reinforce or replace units.
The thing is how to identify units ina campaign....
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here's an idea from someone who doesn't have any idea WTF he's talking about.
Attach the fighters to a 'ghost' ship who is a mirror of the real ship, but can't be targeted or destroyed, does NOT fire weapons and will immediately stop moving when the real ship is destroyed.
:laugh:
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Our campaign system, which runs on an emulator as it was written an old 128 K Z80 based machineoriginally, is clearly more advanced then. Fighters are handled as squadrons and operate as units attached to a carrier or base, with a limit radius of action from home.
Boths sides, Klingon and Kzinti in our current campaign, make a lot of use of AuxCv and AuxCVA strategically placed as staging posts when large migrations are required.
Our fighter actions are more prototypical with carriers rarely actually being in combat directly, unless under actual attack from an enemy.
It is not unusual for a raid to be launched from one carrier, fly to the target location, the battle to be fought out in SFC as fighters can be now pre-deployed on a map in FMSE scripts, then be picked up by another carrier or base.
"Doolittle" style raids are possible under the system we run.
I don't know how the system operates on the Dybaverse servers, but it does seem to lack the ability to handle prototypical fighter squadron operations as practiced by the US Navy and US Marine Corps, if you use them as a good example.
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Someone (named Dave) once wrote a script that gave you a pirate wingman you could control if you started a planet assault as a Lyran. Thus it seems theoretically possible that someone (named Dave) could possibly write a script that gave you five PF wingmen you could control if you stared a mission as a PFL.
Of course, to do this right, that someone would have to rewrite their entire mission pack to include this little trick and..... ugh..... I'm just glad my name isn't Dave.
Just make the only PF you can buy in the shipyard a PFL, boost it's cost so it costs as much as buying six PFs, and presto! You've got your squadron that won't explode when the PFL explodes. Yes, you'd get free squadron replacements each mission if your PFL survives, since the five PFs would be hardwired into the script, but since these are attrition units that should not really be a huge problem from the standpoint of making sense in the game.
-S'Cipio the Volunterer of Other People
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Someone (named Dave) once wrote a script that gave you a pirate wingman you could control if you started a planet assault as a Lyran. Thus it seems theoretically possible that someone (named Dave) could possibly write a script that gave you five PF wingmen you could control if you stared a mission as a PFL.
Of course, to do this right, that someone would have to rewrite their entire mission pack to include this little trick and..... ugh..... I'm just glad my name isn't Dave.
Just make the only PF you can buy in the shipyard a PFL, boost it's cost so it costs as much as buying six PFs, and presto! You've got your squadron that won't explode when the PFL explodes. Yes, you'd get free squadron replacements each mission if your PFL survives, since the five PFs would be hardwired into the script, but since these are attrition units that should really be a huge problem from the standpoint of making sense in the game.
-S'Cipio the Volunterer of Other People
Don't think I can't track you down y'know -- damn lizzardzz! ;D
The new "unwarped" pack (for lack of a more fitting name) bundles everything into four scripts, so multiplying the changes across scripts wouldn't be so much of a problem with that one. I remember running across some weirdness when trying something like this before, but much has been learned since then so it might be worth having another play with.
I've several times been tempted to do something similar with carrier groups and escorts ... when you buy a CVA (or whatever) you pay for an entire group, which gets generated automatically once you enter the mission (then remove those specialty ships from the shipyards so they aren't flown out of context). But that's another story.
dave
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Someone (named Dave) once wrote a script that gave you a pirate wingman you could control if you started a planet assault as a Lyran. Thus it seems theoretically possible that someone (named Dave) could possibly write a script that gave you five PF wingmen you could control if you stared a mission as a PFL.
Of course, to do this right, that someone would have to rewrite their entire mission pack to include this little trick and..... ugh..... I'm just glad my name isn't Dave.
Just make the only PF you can buy in the shipyard a PFL, boost it's cost so it costs as much as buying six PFs, and presto! You've got your squadron that won't explode when the PFL explodes. Yes, you'd get free squadron replacements each mission if your PFL survives, since the five PFs would be hardwired into the script, but since these are attrition units that should really be a huge problem from the standpoint of making sense in the game.
-S'Cipio the Volunterer of Other People
Don't think I can't track you down y'know -- damn lizzardzz! ;D
The new "unwarped" pack (for lack of a more fitting name) bundles everything into four scripts, so multiplying the changes across scripts wouldn't be so much of a problem with that one. I remember running across some weirdness when trying something like this before, but much has been learned since then so it might be worth having another play with.
I've several times been tempted to do something similar with carrier groups and escorts ... when you buy a CVA (or whatever) you pay for an entire group, which gets generated automatically once you enter the mission (then remove those specialty ships from the shipyards so they aren't flown out of context). But that's another story.
dave
Please don't!! :)
For my ISC turn based game I'm thinking of allowing Multiple ships (up to 5 per fleet). G-Rack escorts will be d-nerfed and I have an Idea to give Plasma-Escorts some teeth.
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Don't think I can't track you down y'know -- damn lizzardzz! ;D
;D I do it with love. ;)
-S'Cipio
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Please don't!! :)
For my ISC turn based game I'm thinking of allowing Multiple ships (up to 5 per fleet). G-Rack escorts will be d-nerfed and I have an Idea to give Plasma-Escorts some teeth.
Lol, don't worry, that would be more for a custom pack - not something I'll dump on the main line.
On an unrelated note (just for a little threadjacking) I think I finally got a decent ambush script working. Was just testing some scripts in an R-KR, got a standard asteroid hex mission vs a F-GSC (even got a little R-FLG sidekick) and about 2 minutes into the mission another pair of GSCs pop out of the asteroids about 25 klicks to either side of me. Things got interesting in a hurry :)
dave
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Please don't!! :)
For my ISC turn based game I'm thinking of allowing Multiple ships (up to 5 per fleet). G-Rack escorts will be d-nerfed and I have an Idea to give Plasma-Escorts some teeth.
Lol, don't worry, that would be more for a custom pack - not something I'll dump on the main line.
On an unrelated note (just for a little threadjacking) I think I finally got a decent ambush script working. Was just testing some scripts in an R-KR, got a standard asteroid hex mission vs a F-GSC (even got a little R-FLG sidekick) and about 2 minutes into the mission another pair of GSCs pop out of the asteroids about 25 klicks to either side of me. Things got interesting in a hurry :)
dave
Is there anyway to set AI draws to be completely random? As in totally ignore what you're flying?
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Is there anyway to set AI draws to be completely random? As in totally ignore what you're flying?
Absolutely! We can set the draws to be totally random across a fixed BPV range and/or fixed hull range, regardless of what the drafter has.
dave