New Craft-menu option: Missile Interception
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tons0phun
Joined: Fri Jul 18, 2008 9:18 pm Posts: 131 Location: Sacramento, CA
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New Craft-menu option: Missile Interception
As you all know, some Craft are especially good for doubling as missles. As you also know, when firing at your target you have to guess as to what trajectory to take to make it hit right on the spot. So, in a manner similar to the AI Goto command [in principle, not in actuality of scripting or implementation] I would like to see a command for craft, along the lines of "Kamikaze/Intercept" I envision something like this: You take your craft, good 'ole Rocket MKI, and open the menu-wheel. Somewhere (but not next to skuttle), is the command for this new feature. you click it, and now you have a marker-placement thingy. You place just one marker; it can be on at a stationary-point on land, or it could be on an actor. When your target is marked, a trajectory is created from your missile to your target, with the assumption the craft will try to reach the greatest velocity it can, while also maintaining its course. Of course there will be obstacles right? So maybe it could do something where if something (terrain/bunker-modules) is found in the path of the trajectory, it references its initial point of to the height of the obstacle. For multiple obstacles, you'd just need to reference the tallest one, and it would clear all the others. With a new and correct trajectory, it would fly (at a modest speed, but not reaching full speed) to the new reference point and then begin its interception course upon reaching it. [Now that I think about it, this was actually a problem on my physics exam, but in different context. ] Imagine the level being the X-plane on a graph, and your trajectory for interception is an inverted-parabola that ends where it intercepts the x-axis. This would be the ideal conditions for a trajectory, where the x-plane itself is your obstacle-reference. So say that an obstacle is in the way; the height of an introduced obstacle defines the initial height for the start of the trajectory. And if there are multiple objects, only the tallest one needs to be referenced, as it will fly over the rest. Here's how I'd basically visualize all that junk I just said. There might be some slick coding required; make the initial headings/vectors of the craft a function of the distance, height, and angle of the triangle the distance and height form, then the acceleration of the ship and gravity account for the change in angle to bring it on-target. And honestly I'm knee-deep in math and physics (Dif.Eq), and I'd love to take on the challenge if it meant getting this kind of feature [I could only do the math involved though, not the scripting]. But in any case, I think Cortex Command could greatly benefit from having a feature like this. I've played this game with my friends (4-player mayhem!), and I cannot control craft as missiles with a controller, I absolutely need a keyboard for precision. Beyond that though, I would like to be able to have my missiles [somewhat] reliably hit their target since I cannot see where they are travelling, And I would love to be able to call in missile bombardments. Imagine combining this feature with creating squads, or even just sending craft out one after another! I know you all love the missile bunkers as much as I do, if not more.
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Wed Dec 17, 2008 8:35 am |
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Karjanainen
Joined: Thu Feb 15, 2007 9:01 am Posts: 2 Location: Finland, Oulu, come and get me fuckers
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Re: New Craft-menu option: Missile Interception
Sounds like a sweet idea, and saves a lot of time too, when dealing with multiple enemy groups.
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Wed Dec 17, 2008 5:08 pm |
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tons0phun
Joined: Fri Jul 18, 2008 9:18 pm Posts: 131 Location: Sacramento, CA
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Re: New Craft-menu option: Missile Interception
Karjanainen wrote: Sounds like a sweet idea, and saves a lot of time too, when dealing with multiple enemy groups. Definitely. I've gotten into the habit of using a little delivery I call the "Pineapple Express" [12 Pineapple bombs, 4 Blue Bombs]; at first I tried using is as a missile (with the dummy-rocket), but again there's the problem that I can't see where it's going, and it's very difficult to track moving targets (let alone ones that I can't see). So now I've ditched the missile entirely, because it's easier to do; if you order it by drop-crate you can skuttle it above the ground, and this will kill nearly everything below it (for just a low, low price of 100.oz ). Don't get me wrong, it works, but it's not nearly as fun/awesome/satisfying/gratifying as watching a rocket come down on somebody's head, and then seeing the remains (and anybody near them) get vaporized. Also, for extra fun, the Pineapple Express comes in 250.oz, 500.oz, and 1000.oz payloads. No use of blue bombs with these ones, it becomes redundant.
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Wed Dec 17, 2008 7:50 pm |
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YoshiX
Joined: Sun Mar 18, 2007 12:39 am Posts: 267
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Re: New Craft-menu option: Missile Interception
would work for dropships also, they could shut off the engine above the target. The wonders of non-human pilots
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Wed Dec 17, 2008 10:20 pm |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: New Craft-menu option: Missile Interception
Cool this would actually make you put some real though into making bunkers, and where to order in troops. Also there would be more use of the missile silo type bunker piece, you know what I mean. I say lets do it you know what I mean.
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Wed Dec 17, 2008 10:26 pm |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: New Craft-menu option: Missile Interception
Oh my god, that's ♥♥♥♥ insane. It's brilliant, simply brilliant, and I sincerely hope that Data or Numgun or Capnbubs see this and take it to heart for B23 or 24 or 25 or whatever it takes to get it implemented. Woo!
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Wed Dec 17, 2008 11:19 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: New Craft-menu option: Missile Interception
zeno39 wrote: I say lets do it you know what I mean. ...so you're going to help Data with coding this extra and secondarily important mechanic, if you know what I mean.
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Wed Dec 17, 2008 11:51 pm |
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Footkerchief
Joined: Sun Oct 19, 2008 5:43 pm Posts: 92
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Re: New Craft-menu option: Missile Interception
Ballistic missiles? ♥♥♥♥ yes!
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Wed Dec 17, 2008 11:56 pm |
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tons0phun
Joined: Fri Jul 18, 2008 9:18 pm Posts: 131 Location: Sacramento, CA
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Re: New Craft-menu option: Missile Interception
The Fat Sand Rat wrote: zeno39 wrote: I say lets do it you know what I mean. ...so you're going to help Data with coding this extra and secondarily important mechanic, if you know what I mean.I definitely would, if it meant seeing this implemented. And while I can't script in lua or anything (yet), if I have fundamental information on say, an MK I rocket, [and I've seen gravity is in m/s^2, so I'll assume metric units] I'd just need its specs on things like width/length, mass, center of gravity, engine/thruster force (both primary and stabilizing), then I could definitely model the equation/function for this. This is assuming such a model be required, and that nobody else is capable. Beyond that, the coding is in your hands.
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Thu Dec 18, 2008 12:05 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: New Craft-menu option: Missile Interception
The Fat Sand Rat wrote: zeno39 wrote: I say lets do it you know what I mean. ...so you're going to help Data with coding this extra and secondarily important mechanic, if you know what I mean.Of course I will, "word Nah mean". I would love to contribute something, "Nah mean", important. Except sometimes making games can get a little, "Nah mean", complicated and ♥♥♥♥, "Nah mean". Just playin I plan to do no such thing I would love to, but data would probably just make men sit in the corner like a good little test monkey at the most, "word Nah mean", also I have no prior skills, Nah mean, In like CC code like, "word Nah mean", the language it's in and how to use it well, "Nah mean". Watch this and you will understand :Nah mean:
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Thu Dec 18, 2008 12:37 am |
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tons0phun
Joined: Fri Jul 18, 2008 9:18 pm Posts: 131 Location: Sacramento, CA
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Re: New Craft-menu option: Missile Interception
zeno39 wrote: I have no prior skills, Nah mean, In like CC code like, "word Nah mean", the language it's in and how to use it well, "Nah mean".
Some testing should definitely be done on human players, so you may be able to contribute yet.
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Thu Dec 18, 2008 12:48 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: New Craft-menu option: Missile Interception
tons0phun wrote: zeno39 wrote: I have no prior skills, Nah mean, In like CC code like, "word Nah mean", the language it's in and how to use it well, "Nah mean".
Some testing should definitely be done on human players, so you may be able to contribute yet. "Cool beans" I can be usefully by just being my simple, old, self... when can I start
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Thu Dec 18, 2008 12:53 am |
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tons0phun
Joined: Fri Jul 18, 2008 9:18 pm Posts: 131 Location: Sacramento, CA
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Re: New Craft-menu option: Missile Interception
zeno39 wrote: I can be usefully by just being my simple, old, self... when can I start Entirely up to data & crew, or anybody that can script. I don't know what they'll think of it though, as I am not entirely aware of how feasible it may or may not be to implement. Honestly, I'm dying to hear Data's opinion on something such as this. This was initially in the Mod Request subforum, so here's hoping it gets picked up.
Last edited by tons0phun on Thu Dec 18, 2008 5:43 am, edited 1 time in total.
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Thu Dec 18, 2008 12:57 am |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: New Craft-menu option: Missile Interception
zeno39 wrote: I have no prior skills, Nah mean, In like CC code So in other words, your skills lie not in a C language, nor in any other field remotely suited to the project?
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Thu Dec 18, 2008 2:57 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: New Craft-menu option: Missile Interception
The Fat Sand Rat wrote: zeno39 wrote: I have no prior skills, Nah mean, In like CC code So in other words, your skills lie not in a C language, nor in any other field remotely suited to the project? I'm decent at sprites and part test monkey, Nah mean, does that count
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Thu Dec 18, 2008 5:48 pm |
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