Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
Kills chart
UGTO (1) ICC (0) K'Luth (0)

Upcoming Events

- Weekly DarkSpace
11/23/24 +2.0 Days

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Announcements » » Beam Weapons...
 Author Beam Weapons...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2001-12-14 09:06   
Added code to control a spread factor of the beam, so I can make certain beam weapons spread out at the end.

Currently, only the tractor beam and death beam use this code.

-Richard
_________________


  Goto the website of Faustus
chris aka sunshine
Cadet

Joined: May 29, 2001
Posts: 1649
From: Germany
Posted: 2001-12-14 09:44   
hmm ...

can't you add some code to make the bigger beam-weapons miss their target ?!

so it's nearly impossible to hit a small scout with the huge cl2000&cl1000 beams ...

the cl300 should have the best accuracy, good enough to hit the fast scouts&fighters scouts .. the cl500 would be good against frigates&destroyers, cl1000 & bigger should only be able to hit the big ships like cruisers, dreads & stations ...
_________________
Christian 'sunshine' Weyand





  Email chris aka sunshine   Goto the website of chris aka sunshine
Vinco
Fleet Admiral
Galactic Navy


Joined: August 31, 2001
Posts: 939
From: Too Close for Comfort
Posted: 2001-12-14 09:48   
YES!!!!!!!!!!!! perfect idea, sun. A dread should be hit by all of them, a cruiser by 75% or so, and a fast-moving destroyer ~50%, and so on.

Perhaps make the weapon durations shorter, and if a ship moves more than X radians during the firing, the weapon misses. X would have to depend on class, of course.. a scout at 5gu/sec would be a lot harder to hit than a dread at 5gu/sec

_________________
[DI]Vinco
General forum moderator
General forum archive moderator
DIBC forum moderator
DI forum moderator

Am I missing anything?

[ This Message was edited by: Vinco on 2001-12-14 09:50 ]
_________________




Vinco

In Another Place



Honor is all.

Kamikaze Chicken
Cadet

Joined: August 30, 2001
Posts: 553
Posted: 2001-12-14 20:37   
good idea i think but will need some serious tweaking......u dont want dreads to be useless against destroyers and cruisers
_________________
o_O

chris aka sunshine
Cadet

Joined: May 29, 2001
Posts: 1649
From: Germany
Posted: 2001-12-15 02:21   
why ?!
_________________
Christian 'sunshine' Weyand





  Email chris aka sunshine   Goto the website of chris aka sunshine
Page created in 0.006819 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR