Spacenoth

Discussion and development of scenarios and campaigns for the game.

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irrevenant
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Post by irrevenant »

Incompetent wrote:in WWII, there were surface ships, submarines and aircraft, all operating in very different environments. Space is just space.
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 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.
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.
Dark Helmet
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Post by Dark Helmet »

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.
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Cuyo Quiz
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Post by Cuyo Quiz »

You could use Nightstalk or Ambush to represent ships that are located 'under' space (in hyperspace) until a localised gravity disturbance brings them out.
This must be one of the best alternative uses for Wesnoth's mechanics i have ever heard.

Damn.
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Aleksi
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Post by Aleksi »

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.
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.
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Post by scott »

Aleksi 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.
You may fire when ready
Image
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Aleksi
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Post by Aleksi »

scott wrote:
Aleksi 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.
You may fire when ready
Image
Bingo! ;)
Seiryu
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Post by Seiryu »

I've been looking at this forum from a time and even post something but now my question is:
Are you going to create the faction with maps which goes with it ...
Or you are completly going to make another style of wesnoth...
The N'EX is in my blood.

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WildPenguin
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Post by WildPenguin »

Seiryu wrote:I've been looking at this forum from a time and even post something but now my question is:
Are you going to create the faction with maps which goes with it ...
Or you are completly going to make another style of wesnoth...
I think the idea behind this is "another style of wesnoth". :)
Seiryu
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Post by Seiryu »

Ok let it just correct it.
The N'EX is in my blood.

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Fzplus
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Post by Fzplus »

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.
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Post by scott »

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).
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Thrawn
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Post by Thrawn »

Fzplus 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.
I like this idea
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Seiryu
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Post by Seiryu »

Thrawn wrote:
Fzplus 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.
I like this idea
Me too but I think that if we want to do that we must create only a new era... :?
The N'EX is in my blood.

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Logan
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Post by Logan »

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'.
Easy. The captain's personality. There are things on things called SETTINGS.
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.
If a crew has proven itself in battle, Admirals would refit ships to make use of their new skill.
hacknslash
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Post by hacknslash »

having a space/sci-fi themed mod or sub-game or whatever would be cool.

i could also see wesnoth for ship-to-ship combat.

(klingon birds of prey, romulans, tholians, the federation, the founders, and the obligatory borg)

oh the possibilities!
:oops:
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