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Re: PCG Boundary Conditions

Posted: Wed Jan 27, 2016 12:18 am
by eq2k
I was imagining to myself if things where the other way around, i.e. massive ship carrying a very tiny one, would it mean the ship would expand to fit or look like a fly landing in a vast expanse :)

Re: PCG Boundary Conditions

Posted: Thu Jan 28, 2016 10:57 am
by Black--Snow
eq2k wrote:I was imagining to myself if things where the other way around, i.e. massive ship carrying a very tiny one, would it mean the ship would expand to fit or look like a fly landing in a vast expanse :)
I like the idea of 1000 tiny flies swarming out of my carrier and blasting the enemy dreadnought.

Re: PCG Boundary Conditions

Posted: Thu Jan 28, 2016 11:05 pm
by Victor Tombs
Black--Snow wrote:I like the idea of 1000 tiny flies swarming out of my carrier and blasting the enemy dreadnought.
:D Yes please! It wouldn't be my carrier but seeing that happen from a distance would be awesome. Stunning mental picture. :angel:

Re: PCG Boundary Conditions

Posted: Sun Jan 31, 2016 9:23 am
by zaknafein
JoshParnell wrote:but I will make sure that the effects of docking and undocking convey that the docking process is not simply 'moving into the bay', but rather a matter of having the ship compressed / decompressed to/from the bay (insert cool energy phasing effects here).
So no normal hangarbays where fighters simply launch off like in all those nice pewpew SciFi Movies? This compressed/decomplressed solution sounds really aweful to be honest :cry:

Re: PCG Boundary Conditions

Posted: Sun Jan 31, 2016 10:35 am
by BFett
zaknafein wrote:
JoshParnell wrote:but I will make sure that the effects of docking and undocking convey that the docking process is not simply 'moving into the bay', but rather a matter of having the ship compressed / decompressed to/from the bay (insert cool energy phasing effects here).
So no normal hangar bays where fighters simply launch off like in all those nice pewpew SciFi Movies? This compressed/decompressed solution sounds really awful to be honest :cry:
Well, I guess someone could always mod it in the way you describe. It just won't be as efficient as the default mode because of wasted space between the fighters.

Re: PCG Boundary Conditions

Posted: Sun Jan 31, 2016 12:39 pm
by Cornflakes_91
BFett wrote: It just won't be as efficient as the default mode because of wasted space between the fighters.
wat.

it wouldnt be as efficient space wise in RL, but what does that concern us?

fighter docks, goes "poof", becomes a number in the hangar window and when it launches the whole process reverses.

Re: PCG Boundary Conditions

Posted: Sun Jan 31, 2016 12:48 pm
by BFett
Cornflakes_91 wrote:
BFett wrote: It just won't be as efficient as the default mode because of wasted space between the fighters.
wat.

it wouldnt be as efficient space wise in RL, but what does that concern us?

fighter docks, goes "poof", becomes a number in the hangar window and when it launches the whole process reverses.
But that's exactly what zaknafein doesn't want. Assuming I understand him correctly.

Re: PCG Boundary Conditions

Posted: Sun Jan 31, 2016 1:19 pm
by Cornflakes_91
BFett wrote: But that's exactly what zaknafein doesn't want. Assuming I understand him correctly.
from what i understood its just the actual docking act, not how they are stored.

think of how it works in the homeworld series, carriers dont actually have the internal space for all those parasite ships, the parasites fly into some hole and the actual "poof" is hidden behind geometry/some glow.

Re: PCG Boundary Conditions

Posted: Sun Jan 31, 2016 5:04 pm
by Black--Snow
Cornflakes_91 wrote:
BFett wrote: But that's exactly what zaknafein doesn't want. Assuming I understand him correctly.
from what i understood its just the actual docking act, not how they are stored.

think of how it works in the homeworld series, carriers dont actually have the internal space for all those parasite ships, the parasites fly into some hole and the actual "poof" is hidden behind geometry/some glow.
I assume he wants standard docking, similar to that of Homeworld where the ship's "poof" is hidden so it conveys the effect of the ship actually emerging from the carrier. Josh proposed a visual "poof" due to the proposed mass-based volume system. The mass-based system is important to gameplay imho but I'm not sure how nice the "poof" will look, we'll see.

Re: PCG Boundary Conditions

Posted: Mon Feb 01, 2016 2:37 pm
by zaknafein
yeah i ment the visual part of ships actually flying into the hangarbay/area like in the X games for example.
as far as i understand joshs writing it´ll more look like a compressed container is beeing launched off the hangar and then decompressing itself rather than a classical fighter launch.

Re: PCG Boundary Conditions

Posted: Mon Feb 01, 2016 2:39 pm
by Dinosawer
Given the fact that it's Josh, I'm sure he'll let the graphics monkey out of its cage to make it look fabulous and scifi-y. :ghost:

Re: PCG Boundary Conditions

Posted: Mon Feb 01, 2016 2:40 pm
by Cornflakes_91
^this.


I highly doubt that it will look anything like an expanding container

Re: PCG Boundary Conditions

Posted: Thu Feb 18, 2016 7:46 pm
by Hyperion
pewpew style scifi with classic aircraft carrier launches are a bit boring imo. The mass compression for hangars is actually quite innovative. It is of course just my opinion, but if we allow for the concept of mass (de)compression, it opens up a whole new realm of interesting gameplay, such as hiding a missile battery in an unassuming (but unusually dense) cargo container to surround your enemy with a surprise attack from all sides... missile-mines if you will.

mass compression technology means ships can be like TARDIS's, bigger on the inside by compressing their internal modules, and fighter-sized ships can actually be super advanced carriers.

Graphicswise, I don't think compression and decompression needs to be boring, and with some particles and light effects, you could have ships bloom into a larger size like flowers in a visually unique display.
Spoiler:      SHOW
Death to unimaginative and overused visuals and mechanics. :twisted: :twisted: :twisted:

Re: PCG Boundary Conditions

Posted: Fri Feb 19, 2016 6:21 pm
by Cornflakes_91
....visuals which get boring after the third time you see them :V

Better have something simple that works and isnt just a "poof" with some light effect to hide the sudden appearance.