[REQ] Boost Extention MK2

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Ind0ctr1n3
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[REQ] Boost Extention MK2

Post by Ind0ctr1n3 »

Just a wild idea I had after playing X3, the Boost Extention equipment which is I believe compatible with all ships, really is one of the most useless things in the game. Yes, going from 0 to 200+ m/s in half a second is awesome, but you never really use it other then starting up after getting out of a gate or a fight with slow moving targets. (At least, I don't.)

So; I've been thinking about a way to make it more usable.
Something like; Boosting still works for starting up, but it allows the ship to accelerate beyond 100%, say 120% for a few seconds. Also I've noticed AI ships never use their boost extention, maybe it's difficult to script I don't know, I can imagine you'd have to set up certain parameters like them not using it within 3-4km of a station to avoid collisions etc.

Maybe this idea is just not very 'X' since I can't remember it being in any other series anyway. Can't really imagine nobody thought about improving it either..I just think it would bring something new to dogfights and such though, making 'hit n run' tactics more effective, or just to avoid incoming fire.

So, good idea, yay or nay?
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apricotslice
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Post by apricotslice »

I cant say I've ever used it, as the ships I fly accelerate pretty well anyway.

I doubt this is scriptable. The acceleration is defined in the tships file, but I think the boost itself is hardcoded.
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Ind0ctr1n3
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Post by Ind0ctr1n3 »

Even if the boost is hard-coded, isn't there a way to make an MK2 version seperately, and when it's installed together with a normal boost extention it just disables/unmounts it? I'm not familiar with X3 scripting so I can't really say what's possible or not.. Maybe ES specifically did not mess with the boost extention for a reason. I have seen it in plenty of other space games like Freelancer etc. But if they didn't change it for a reason, then why put it in in the first place? Like you said, most ships accelerate fast enough anyway. It just seems to be a redundant component you wouldn't even miss if you didn't install it. Which is pretty sad since the potential for some increased gameplay is in my opinion pretty high.
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semiliterate
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Post by semiliterate »

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Ind0ctr1n3
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Post by Ind0ctr1n3 »

Yeah I already saw that one but it's not what I meant, although it comes close. His version requires constant feed from shields/spaceflies/energy cells, I was thinking more in the lines of a 0-100% bar like the Repair Laser, depleting in like 3-4 seconds then slowly regenerates. (If you want to make it sound logical, if you're shields are already at 100% what are the shield generators doing?)
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LV
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Post by LV »

Problem is nobody would make what you ask because there is already something very similar,

I'd suggest you get his script and ask in that thread for some info on how to edit the script so it does what you want, if he's using the variables what you have named above i'd expect it would not need to much tweaking to fix.
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semiliterate
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Post by semiliterate »

shield generators are generating the shields when the shields are at max. that's what they're there for - projecting an energy screen.
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Ind0ctr1n3
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Post by Ind0ctr1n3 »

semiliterate wrote:shield generators are generating the shields when the shields are at max. that's what they're there for - projecting an energy screen.
Unless ES explains the natural physics of the X: Universe, I don't think we can really debate on what's a 'real' answer..
LV wrote:I'd suggest you get his script and ask in that thread for some info on how to edit the script so it does what you want, if he's using the variables what you have named above i'd expect it would not need to much tweaking to fix.
Lol. I never even thought of that. :oops: But again, I have very limited knowledge of X scripting. I'll give it a shot though. :)
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