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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Modifying Star Control Ships! - Thraddash Edition
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on: May 30, 2008, 10:33:24 pm
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* Reducing the primary weapon range * Making the flames inherit a portion of the speed * Reducing flame lifespan would make for more action. Not sure if the AI could be taught to handle the flames efficiently though.
Personally, I would probably prefer my "rhino" suggestion and given how the Thraddash seems to charge in straight at me sometimes (especially when slimed well, VUX-style), the AI might be able to handle that change well enough.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Dreadnought to be re-named "Banana Boat"
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on: May 07, 2008, 10:47:03 pm
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Yeah, it should take the velocity+direction of the target into account rather than just the position. For a game set in a sci-fi future setting, the homing computers are remarkably stupid...
The game will take a bit more computing power, but that shouldn't be a problem these days.
Basically, at each "homing course change" the projectile should pick a direction that brings it into contact with the target within the projectile's remaining lifetime, taking the target's position, velocity and direction into account. The course that gets to the target the fastest should be taken. If it is not possible for the projectile to reach its target during its lifetime at the time of being fired, it should just keep going forward (to allow defensive straight shots at long-range attacks). If inability to reach the target happens after being fired, the projectile should still head as close as possible.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Modifying Star Control Ships! - Thraddash Edition
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on: May 03, 2008, 02:47:18 pm
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How about making the Thraddash behave more like a rhino in combat?
* Make the primary create and hold a "shot" in front of the ship, sort of like the Melnorme when charging. * No energy requirement for the primary. * Add knockback for the primary. * Scale primary damage and knockback based on relative speed. * If released, the primary's "shot" does not go anywhere - it simply disappears.
* Reduce the afterburn damage to 1 per fire.
This should result in more direct, adrenaline-friendly action where the Thraddash charge in to do serious damage instead of being most effective when running away.
I imagine that the experience would be that as the Thraddash, you would try to position yourself and then charge in. The exact distance would probably vary with the situation; if you start closer you'll have an easier time hitting the target but you'll also do less damage. Big, slow ships would be grateful distance targets. Sure, the enemy may try to drop stuff or shoot in your general direction, but your "horn" should be able to push through most things at sufficient speed.
As someone facing a Thraddash, I imagine you would be on your toes to try to stay out of the charging rhino's way. In hotseat games, you could taunt your opponent as if you were a matador. If you have a very small and agile ship, you might be able to actually play the part - such as with the Arilou, who should be relatively able to get just out of the way and then poke the Thraddash with that stingy laser.
As someone playing a Thraddash facing a Thraddash, the results ought to be... interesting.
At least, that's what I think.
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