Forums » Suggestions
Destroyable / Spawnable Asteroids
I'm sorry if this has been brought up in the past before (I did a search and didn't find any to necro, so here goes)
In lines with Incarnate's comments on
http://www.vendetta-online.com/x/msgboard/3/26511
"... my existing intentions to make common asteroid fields that are a hell of a lot denser than anything we have to date..."
When reading this suggestion, try recall the episode 2 (Ob1 & Jango) and episode 4 (Falcon & SSD) asteroid scenes from the Star Wars movies.
Now I have no idea on how the game engine/physics work so this idea may be totally infeasible...
BUT if you kept the current large immovable mining roids as is for minding/scanning, and then had smaller spawnable roids that are moving through a sector (have to dodge them.. have physics attributes so turboing into one could kill you, etc) done with a kind of particle generator, it could really enhance the game play.
I suggest a particle generator as you can set max and min settings for size, spin, mass, randomize texture, etc.
The reason I separate the two is so the random roids don't all have to have "stats" or mineral data attached to them which should be less of a load.
Idea:
Physics (I'm guessing this would be a huge load on the server, so unlikely)
- Hit a roid, depending on mass of roid vs mass of ship effects how it moves/changes course.
- slow/still ones could have a mine set behind it. Wait for a target to go by it, shoot the mine and the explosion starts the moving towards your target at a high rate of speed.... would make mine sweeping a task for large fleets moving through dense asteroid space
Destroyable
- Have it so large roids can be broken up into smaller ones
- If you mine and it goes over a certain temp it could explode
Ion Storms:
Cool.. but in conjunction with dense asteroids could prove very frustrating. Maybe ensure its one or the other.
OR, have "Asteroid Storms" so they are random events so they only happen with other things, such as Ion storms aren't happening to help save the server load?
-my 2 cents. Begin rebuttal.
In lines with Incarnate's comments on
http://www.vendetta-online.com/x/msgboard/3/26511
"... my existing intentions to make common asteroid fields that are a hell of a lot denser than anything we have to date..."
When reading this suggestion, try recall the episode 2 (Ob1 & Jango) and episode 4 (Falcon & SSD) asteroid scenes from the Star Wars movies.
Now I have no idea on how the game engine/physics work so this idea may be totally infeasible...
BUT if you kept the current large immovable mining roids as is for minding/scanning, and then had smaller spawnable roids that are moving through a sector (have to dodge them.. have physics attributes so turboing into one could kill you, etc) done with a kind of particle generator, it could really enhance the game play.
I suggest a particle generator as you can set max and min settings for size, spin, mass, randomize texture, etc.
The reason I separate the two is so the random roids don't all have to have "stats" or mineral data attached to them which should be less of a load.
Idea:
Physics (I'm guessing this would be a huge load on the server, so unlikely)
- Hit a roid, depending on mass of roid vs mass of ship effects how it moves/changes course.
- slow/still ones could have a mine set behind it. Wait for a target to go by it, shoot the mine and the explosion starts the moving towards your target at a high rate of speed.... would make mine sweeping a task for large fleets moving through dense asteroid space
Destroyable
- Have it so large roids can be broken up into smaller ones
- If you mine and it goes over a certain temp it could explode
Ion Storms:
Cool.. but in conjunction with dense asteroids could prove very frustrating. Maybe ensure its one or the other.
OR, have "Asteroid Storms" so they are random events so they only happen with other things, such as Ion storms aren't happening to help save the server load?
-my 2 cents. Begin rebuttal.
ahaahahhahahahahahhahahhaha *sniff*
I don't like the idea of some roids being invincible and others being destructible. Having a variety of sizes and durabilities isn't a bad idea though.
Destroyed roids should drop some ore. Even better would be if they have some counter that decreases as they are mined, so that mining one to death results in a lower yield when it is exploded (but a much larger yield overall compared to just cracking it open without mining first).
Destroyed roids should drop some ore. Even better would be if they have some counter that decreases as they are mined, so that mining one to death results in a lower yield when it is exploded (but a much larger yield overall compared to just cracking it open without mining first).