daid / EmptyEpsilon

Open source bridge simulator. Build with the SeriousProton engine.
https://daid.github.io/EmptyEpsilon/
GNU General Public License v2.0
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REQUEST : visual beams #222

Closed tdelc closed 8 years ago

tdelc commented 8 years ago

As visual asteroid enhance the visual of the game, could it be possible to add visual beams during combat ?

I think about beams above or below the ships between two real beams, to look like space fight in star wars for exemple.

daid commented 8 years ago

Not sure what you mean? The current beams are a direct result of weapons being fired...

tdelc commented 8 years ago

Yes, but I think that it is very realistic and spectacular : only few beams are fired, and they always strike their target. I find that, between two "regular" beams, a dozen of fake baems could be see only in the main screen (not in the weapons stations) which miss the target. The visual of the fight could be more impressive.

something like that : image

nallath commented 8 years ago

In star-wars it works because the beams are not really beams. They are more like projectiles.

tdelc commented 8 years ago

You dare challenge my physics knowledge about star wars universe ! :) More seriously, I only think about something more visual in the main screen, For me, fights are a little too statics and it's possible to solve it without using 3D. It is the same logic for the visual asteriod after all.

kwadroke commented 8 years ago

Being that most Bridge Sims are based on Star Trek than Star Wars, I think the current way is more accurate. Perhaps if a ship is moving and the beams targets the last location of the ship to produce a beam missing its target, that could produce closer to what I think elptito is asking about.

tdelc commented 8 years ago

Kwadroke, I think your idea leads to a more difficult game, and It is not what I suggest. I think that the current system of fights is very nice, and it was only a matter of visual. If you don't think it could be interesting, it is not a big deal (it was more a suggest than a request, sorry about the title of the post).

And, indeed, I realise now that I am more a Star Wars fan than a Star Trek one :)

daid commented 8 years ago

I don't think it fits with the current game, where you also have other indications of beams firing (color of the beam arcs)

If beams could miss, that's a whole different thing.

kwadroke commented 8 years ago

I'm both a Star Trek and a Star Wars Fan. One of things I want to do after I finish my Star Trek Mod for EE, is to create a Star Wars mod. I'm in the 501st Legion (Star Wars bad guys costuming group), so I want a way for my Star Wars friends to play EE in that universe.

oznogon commented 8 years ago

I think there'd be no functional difference, only that when firing beams, the main-screen visual would be a stream of small projectile-looking blasts within the beam path instead of a single ray for each fire. The beam fire, hit, and damage rates would be the same.

AstroManu commented 8 years ago

Another option could simply be to add more beams to a ship, decrease it's recharge time and damage. Voilà, a bunch of lasers in the air-less space ! "piew piew"

tdelc commented 8 years ago

Thanks CaptLapadite for your idea, indeed it can be enough, I will test it !

lunerfox commented 8 years ago

@elptito Keep in mind to raise total ship power accordingly, since all beams use a hard-coded amount of energy per shot.

AstroManu commented 8 years ago

Hummm really? Shouldn't be that the energy cost is related to the base damage of the beam ? It seems strange that a high damage beam cost the same amount as a a less deadly one.

MyrddinE commented 8 years ago

@CaptLapadite Well, that sounds like a good enhancement request to put in. :-)

I agree with the idea, because otherwise ships with many lasers will have no energy issues ever when dealing with the other parts of the ship, which have a mostly fixed energy cost.

daid commented 8 years ago

You can configure the amount of heat and energy per beam

template:setBeamWeaponEnergyPerFire(index, amount) template:setBeamWeaponHeatPerFire(index, amount)