realbasic-games
[Top] [All Lists]

Re: flying with even less realism :)

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: flying with even less realism :)
From: William Squires <wsquires at satx dot rr dot com>
Date: Sun, 3 Oct 2004 11:58:15 -0500
Cc:
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20041001053141 dot 0C6DE4A6CA3 at lists dot realsoftware dot com> <20041001093347 dot 1258 at pshome dot bangor dot ac dot uk> <a05300b02bd8311bfa862 at [10 dot 10 dot 13 dot 6]>

On Oct 1, 2004, at 8:59 AM, Joseph J. Strout wrote:

At 9:33 AM +0100 10/1/04, Robert Ward wrote:

 >   3b. Point at something with your cursor, and press a different
button to mark it as the destination.  If this is something that
moves, like an enemy ship, then your ship will automatically attempt
to follow it.  If it's something like a gap in a structure, your ship
will fly through it (turning itself sideways if necessary to fit,
etc.).

In terms of gameplay, I think this would have the feel of something like a futuristic space combat, where you've got some intelligent AI in your ship. I don't know if that kind of gameplay, where you frequently aren't "flying" the plane, might be a barrier to feeling like you're some kind
of WWII dogfighting ace.

Oh yes -- I guess I failed to make that clear! I'm no longer thinking of WWII aerial combat here, but something more like Star Wars/Battlestar Galactica. And yes, a semiautomatic flight AI would be the perfect back-story for such a game.

Sort of like K.I.T.T. on the Knight Rider show... :)

It seems to me you're saying that you want exciting manuevers to be
(relatively) easy to execute.

Right!

And I think that was the original spark for this game.

Well, that's what Geoff described. But then I actually installed Hellcats on an older computer, played it for half an hour, and discovered that it's not really much easier than any other flight simulator (though it is refreshing in having only a dozen controls or so).

 It seems to me that could still be accomplished in the flight
model, as it were, the world allows the plane to do things that would
normally be difficult or impossible without lots of advanced coordination of control surfaces or hi-tech equipment. e.g. high rates of climb, tight
turning, loops, rolls, etc.

Maybe -- it's certainly worth a try. One could make a Physics module for OpenPlane that would allow such things.

I think less drastic to the gameplay would be an automatic gunner rather than automatic pilot. I could imagine that as I fly, a cursor indicating the target moves about on the screen, tracking a (selected) enemy. That might not break the suspension of disbelief that I am a hot-shot pilot.

Yes, if that's the sort of game you're going for. It's just that personally, I enjoy the shooting more than the flying.

Of course it might be fun to have a game where you fly in two-player teams, one pilot and one gunner. But I don't think such a game would be very successful, because there aren't too many of us that would have a convenient partner whenever we want to play. But perhaps you could substitute an AI partner for whichever job you don't want to do.

  Or, how about this:

In the first "training" mission, the player has to fly through some obstacles in a ship sort of like the Star Wars X-wing, but without the aid of R2D2, then shoot at some pre-designated 'targets of opportunity', bomb some ground targets, and finally battle a large (but somewhat damaged) capital ship and blow it up. You'll get infinite lives and ammo, but only for this mission. Once the mission is over, the computer will grade the rookie on flight and weapons performance, and then assign his/her remaining missions based on that profile, and with a ship to match.
  Examples:
If Joe Schmo gets good percentages on shooting down enemy aircraft and so-so on hitting ground targets, but uses 100 lives to get through the obstacle course, then the game will adjust the remaining missions by assigning a droid pilot to do the flying, and hope that Joe gets better in hitting ground targets with protorps... :) If, on the other hand, Mary Jane turns out to be able to out-fly even Luke Skywalker, but can't hit the side of a Star Destroyer at point-blank range, then the game will assign the droid as gunner, and let her worry about the flying and dodging enemy fire! And finally, for those who are good at both, they'll get the special 'droid maintenance package' (similar to the function that R2D2 actually does in Luke's X-wing), where the droid will take over a damaged function (say, repairing an engine that's taken a blaster hit) allowing the pilot to continue worrying about flying without having to manually assign repair tasks to the ship's on-board flight diagnostics package. You could even do this manually (instead of having the training mission), by implementing a 'class progression' similar to Diablo II, where the player chooses a class (in our case, gunner or pilot), and they get better add-ons as they progress in experience.

Some possible add-ons:

Pilot
-----
Auto-fly (3 sec. duration + 1 sec/pilot level)
When engaged, the pilot points to a target and the ship will take necessary evasive maneuvers to get there, allowing the pilot to focus his attention elsewhere (like, say, repairing the damaged comm relay,
  or some such)

Auto-target (3 sec. duration. 1 target + 1 target/pilot level)
Allows pilot to assign targets to the gunnery droid by following the target with the HUD crosshairs for
  3 seconds. Gains 1 extra target per pilot level.

Super-scope (permanent duration. Can only gain once level 2)
Increases the efficiency of the 'radar' scope on the HUD by blinking high-priority targets. On level 3 or after, also blinks friendly targets that can help out as a temporary wing-man. Finally, on level 4, it blinks important neutral targets. If they should be destroyed, it blinks them rapidly. If they must NOT be destroyed, then it blinks them in alternating red/blue (like a police light-bar).

Nano-repair (permanent duration. Can only gain once level 3)
  Decreases repair time by x2 by using nanites.

Auto-eject (permanent duration. Can only gain once level 4)
Automatically ejects pilot and droid (if any) if ship takes too much damage.

Emergency-recall (instantaneous duration once per mission. 5 + (5 - Level) sec. recharge delay (min 1 sec.) Can only gain once level 5) Utilizes a new mass-energy transport system to return the ship to 'base' anywhere in the same quadrant. Requires manual activation, and has a charge-up delay) Works even if engines off-line. This allows the pilot to return to base for refueling, repair, and weapons recharge (fills available ammo slots). Does NOT return pilot to original location; the pilot still has to fly back to the battle site.

Gunner
------
Increased firepower (3 sec. duration + 1 sec/level)
Increases available firepower of laser-based weapons (does not apply to missile-like weapons), by utilizing an extra on-board power tap of the engines. Reduces ship velocity by 50% for duration, and increases weapon firepower by x2 by recharging the weapons capacitors from the extra tap.

Extra Guns (permanent duration. Can only gain once level 2)
Adds an extra laser-based weapon. Requires the "Increased Firepower" add-on.

Ion-Cannon (5 charges + 1 charge/level. Can only gain once level 2)
Allows gunner to incapacitate larger ships, or reduce shield effectiveness of ground-based targets, by frying their electronics. Requires a 1 sec. recharge delay regardless of level.

Weapons-assist (3 sec. duration and requires both "Increased Firepower" and "Extra Guns" add-ons. Can only gain once level 3) Turns over 1 laser-based weapon to the ship's on-board A.I. (or a droid, if present) allowing the gunner to focus on targets in front, while the A.I./droid handles targets approaching from aft.

Find Wing-man (1 use per mission + 1 extra use/mission/level. Can only gain once level 3) When activated, any friendly craft within 1 light-second will come to your aid (if they can), and will fire on all enemy targets within range until destroyed, the wing-man is 'killed', or you lose a life. Doesn't work if you already have a wing-man, or if the ships are unable to come to your aid due to
  engine or weapons-system damage.

Speed-boost (1 use per mission + 1 extra use/mission/level. IS cumulative!!) Charges emergency-backup batteries from engines during normal use. When activated, allows the ship to increase speed by x2 without sacrificing weapons' firepower. Any unused charges ARE carried over from mission to mission. Destroys emergency-backup batteries though, if used more than twice/mission!! This means you will NOT be able to eject in an emergency, as the backup batteries power the ejector charge! This damage is repairable once you get back to base, but at a fixed cost of 50% of present income.*

Pro-torp Package (1 proton torpedo per level + 1 extra per level. Can only gain once level 4) Adds an under- (or over-) slung proton torpedo launcher and protorp rack. These missiles are used for bombing ground targets, and/or taking on capital vessels. Useless ship-to-ship; too slow, unless target already disabled. Has either heat or laser-based guidance system (must specify when ordering this
  add-on)

Shield-reducer (Requires "Pro-torp Package" add-on. 1 use/mission. Can only gain once level 5) An upgrade to the weapons-systems computer. Allows for timed-fire of both the laser-based weapons and 1 protorp, so as to hit the target's shields simultaneously. Will destroy the shielding of ships smaller than a Star Destroyer with one hit, and will severely reduce shield effectiveness for ships of that
  size or larger (except for the Death Star)

Bombing Range (Requires "Pro-torp Package" add-on. Can only gain once level 5) Increases efficiency of proton torpedoes against ground targets by using the newer Mk. II protorps. These utilize the new "Shield-slicer" tech that allows them to appear as quantum dots too small for conventional shields to block. They can be set to detonate either on contact or at a certain altitude above the target (configurable per protorp), but can only be used against ground targets. This package is only an option on missions requiring bombing runs against ground-based targets, and only once user
  reaches level 5.

Capital Waste (Requires "Pro-torp Package" add-on. Can only gain once level 5. Max of 3/mission) This package also utilizes the newer Mk. II protorps, but sacrifices firepower for increased accuracy. These also utilize the "Shield-slicer" tech and CAN be used against the Death Star, or any capital ship. This package and the above package are mutually exclusive, because of the slightly different rack mechanics. They do the same amount of damage as the original Mk. I protorp (first available in the "Pro-torp Package), but cannot be evaded by a capital ship's ECM (Electronic Counter-Measures) due to it's on-board droid brain) Because of electronic interference from the droid brains, only three of these may be mounted on the same ship, and is one reason the protorp racks for these will not accept the Mk. IIs used in the above "Bombing Range" package. These can fire with pin-point accuracy against targets less than 1 meter wide from a distance of 1 light-second. (Sadly for Luke Skywalker, he was only level 4 at the time, and so was unqualified to have this package installed. :) )

For dual-classed characters, they'll advance at half the rate of single-classed characters (i.e. they'll gain 1/2 level in gunner and 1/2 level in pilot for each mission completed), but they get to choose from both package options (though they can still only install 1 package of a type per level)!


* Assumes game supports a system of income based on rank (player level). Player receives "income" based on rank that they can use to purchase these add-ons, and/or repair ship damage.

- Joe

--
REAL World 2005 - The REALbasic User Conference
March 23-25, 2005, Austin, Texas
<http://www.realsoftware.com/realworld>
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://www.realsoftware.com/listarchives/lists.html>


William H Squires Jr
wsquires at satx dot rr dot com dot nospam <- remove the .nospam

_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://www.realsoftware.com/listarchives/lists.html>

<Prev in Thread] Current Thread [Next in Thread>