Spacenoth
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- irrevenant
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You could use Nightstalk or Ambush to represent ships that are located 'under' space (in hyperspace) until a localised gravity disturbance brings them out.Incompetent wrote:in WWII, there were surface ships, submarines and aircraft, all operating in very different environments. Space is just space.
I suspect you can. I think very cheap ships may actually be reasonably balanced. Yes, they swarm very effectively, but they're also XP-fodder.Incompetent wrote:- in a WWII fleet, the big ships were vastly more expensive than the small ships. But in Wesnoth the prices have to fall within a fairly narrow range: too cheap and you can pump them out a fill the map, too expensive and they're not worth it even if they kill an enemy every turn. So you can't have a level 1 'battleship' unit which is as strong as four or five 'destroyers', say.
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If you do use sattelite cannons they should have 1 movement anywhere, just so they don't get stuck. For instance: you have one fighter in the enemy orbit, attacking their leader. The leader destroys your fighter, and recruits six sattelites. Then you can just back all your units off to about three hexes away, and sit there. The leader can't get out without being pummeled by all your waiting fighters, and you can sit back and stock up gold (credits?) for a fleet big enough to come in and crush them. To easy a victory.
Freedom is the ability to say one plus one equals two. When that occurs, all else follows.
This must be one of the best alternative uses for Wesnoth's mechanics i have ever heard.You could use Nightstalk or Ambush to represent ships that are located 'under' space (in hyperspace) until a localised gravity disturbance brings them out.
Damn.
Cuyo Quiz,where madness meets me 
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004

Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
My idea was one satellite you can only use every 10-15 turns. Like a laser beam that comes from your main ship or base.Dark Helmet wrote:If you do use sattelite cannons they should have 1 movement anywhere, just so they don't get stuck. For instance: you have one fighter in the enemy orbit, attacking their leader. The leader destroys your fighter, and recruits six sattelites. Then you can just back all your units off to about three hexes away, and sit there. The leader can't get out without being pummeled by all your waiting fighters, and you can sit back and stock up gold (credits?) for a fleet big enough to come in and crush them. To easy a victory.
You may fire when readyAleksi wrote:My idea was one satellite you can only use every 10-15 turns. Like a laser beam that comes from your main ship or base.

Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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You are going to get problems with scale - the best thing about space combat is the contrast of huge mega-battleships with small fighters, and even smaller space marines. Unless you fiddle to add multi-tiled units, it would just play like normal wesnoth without interesting terrain.
An idea, though - make the actual units the small things - space marines or fighters/bombers. Even missiles. Make the actual spaceship themselves the terrain. Have turrets and critical subsystems be immobile or limited mobile units, and script so that when they get destroyed, the terrain changes, and when they all get destroyed, you lose/win the game.
An idea, though - make the actual units the small things - space marines or fighters/bombers. Even missiles. Make the actual spaceship themselves the terrain. Have turrets and critical subsystems be immobile or limited mobile units, and script so that when they get destroyed, the terrain changes, and when they all get destroyed, you lose/win the game.
You could make each part of the ship a separate unit - the bridge, the body, the engine, etc.
The ship unit group is moved by the scenario SML (spacenoth markup language). You don't control the ship directly. The proper ship components can recruit different units like lasers, bombs, fighters, missiles, marines, etc.
These kamikaze against the other guy's ship units or defenders. Also, they have 100% resistance against their own damage type so a laser can't kill a laser (since it wouldn't make sense).
The ship unit group is moved by the scenario SML (spacenoth markup language). You don't control the ship directly. The proper ship components can recruit different units like lasers, bombs, fighters, missiles, marines, etc.
These kamikaze against the other guy's ship units or defenders. Also, they have 100% resistance against their own damage type so a laser can't kill a laser (since it wouldn't make sense).
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
- Thrawn
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I like this ideaFzplus wrote:You are going to get problems with scale - the best thing about space combat is the contrast of huge mega-battleships with small fighters, and even smaller space marines. Unless you fiddle to add multi-tiled units, it would just play like normal wesnoth without interesting terrain.
An idea, though - make the actual units the small things - space marines or fighters/bombers. Even missiles. Make the actual spaceship themselves the terrain. Have turrets and critical subsystems be immobile or limited mobile units, and script so that when they get destroyed, the terrain changes, and when they all get destroyed, you lose/win the game.
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott
this goes for they're/their/there as well
this goes for they're/their/there as well
Me too but I think that if we want to do that we must create only a new era...Thrawn wrote:I like this ideaFzplus wrote:You are going to get problems with scale - the best thing about space combat is the contrast of huge mega-battleships with small fighters, and even smaller space marines. Unless you fiddle to add multi-tiled units, it would just play like normal wesnoth without interesting terrain.
An idea, though - make the actual units the small things - space marines or fighters/bombers. Even missiles. Make the actual spaceship themselves the terrain. Have turrets and critical subsystems be immobile or limited mobile units, and script so that when they get destroyed, the terrain changes, and when they all get destroyed, you lose/win the game.

The N'EX is in my blood.
[Off from Wesnoth]
[Off from Wesnoth]
Easy. The captain's personality. There are things on things called SETTINGS.Traits: Why should one Sirius Class Battlecruiser be different from another? I can see the point of traits, but you'd have to come up with a good reason why ships come out of the yard with non-standard 'upgrades'.
If a crew has proven itself in battle, Admirals would refit ships to make use of their new skill.Leveling: If the ships are all privately owned, these make sense: the captain, having grown rich with plunder, can afford to soup up his ship. But in an organised navy, such upgrades can only really reflect the fact the ship now has a veteran crew - the effects of this may be pretty subtle for some ships, but if the ship is a platform for hacking into other ships, say, it could get a lot better with experience.
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