[Script]Fasteroid - Featuring The Reaper

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EmperorJon
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[Script]Fasteroid - Featuring The Reaper

Post by EmperorJon »

Fasteroids

Asteroids crossed with Fast and Steroids.


Ever wondered why rocks in TC are just so... boring?

They don't move, they don't... do anything.

That's about to change!

Story and Info

Normal asteroids are left unchanged, but you better keep your eye out for Fasteroids, which make there way, pondering slowly across the sector. They're not fast, in a sense, but well, they move, and can be quite nasty if you don't notice them.

Fasteroids range from a large Mineable asteroid, to much smaller rocks, and all fly across in a straight line and rotate.

Every time you enter an asteroidy sector you may be notified of their presence! They move in a straight line for some time, and either crash into something, or eventually blow up.

More massive asteroids are of course more susceptible to gravitational forces, and cause more forces of their own. Asteroids with a high mineral content are more massive.

Therefore, all asteroids flying around have relatively high yields, from 50, to even 200!

If you're lucky the biggest asteroids can have mines placed on them quickly!

Asteroids are most likely to be Ore, slightly less Silicon, less Ice, and least likely to be Nividium.

If you're really lucky you might even come across... The Reaper... It's huge... and once it locks on to your gravitation field it will keep coming 'til it dies.

Download

Coming very soon.

Unfortunately all Upload sites at the moment don't seem to be in good state, and instead of signing up somewhere else we'll just have a little closed beta. If you're interested in using this, please PM me your email address and I will send the files in Zip format.

I hope to add a download link to a much improved version tomorrow.
Last edited by EmperorJon on Fri, 13. Aug 10, 21:03, edited 2 times in total.
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EmperorJon
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Post by EmperorJon »

Reserved.
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Gazz
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Post by Gazz »

Therefore, all asteroids flying around have relatively high masses, from 50, to even 200!

Apples? Grams?
What mass do ships have?
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Post by Chestburster2 »

Sounds funny *g*
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EmperorJon
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Post by EmperorJon »

Sorry Gazz, was meant to say 'yields' :twisted:
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LV
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Post by LV »

Great name :thumb_up:

Q

as i'm too lazy to read the full text...

I've always wanted to recreate the old x mission of destroy the asteriod before it hits {x} ship

will your script enable me to do this?
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Post by EmperorJon »

Well,
Spoiler
Show
The Reaper chases after the player ship until destroyed
So if you want me to custom one that goes for an NPC for ever, then you run that from a MD file and link it somehow to an NPC ship the MD makes, build the mission structure etc. , then yes, I can take down a ship.

It will look silly though... it moves in X,Y,Z or a combination, equal steps. So it doesn't curve, it zigzags... The Reaper is probably sentient, or powered by spaceflies, I haven't decided yet. ;)
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Requiemfang
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Post by Requiemfang »

lol awesome... instead of stationary killer asteroids you got moving killer asteroids... rofl... everyone expect a lot of NPC and AI controlled wing casualties
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Post by Troubleshooter11 »

Poor Autopilot...
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Gazz
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Post by Gazz »

That would really be an interesting mission type.
Destroy the asteroid before it hits station XYZ.
That alone would be too easy but there can always be twists to that...
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xiriod
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Post by xiriod »

Gazz wrote:That would really be an interesting mission type.
Destroy the asteroid before it hits station XYZ.
That alone would be too easy but there can always be twists to that...
If the 'roid was big enough, perhaps the random possibility of it breaking up in to three big chunks that may very well hit other stations or ships? :)
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Gazz
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Post by Gazz »

When you kow where the "target station" is and you only accept the mission when you are there, it's a pretty trivial matter to launch one missile. Or 5.
What might work is to make it a random event that the player is not specially notified about.
Or maybe an incoming emergency call... I dunno.

To be able to choose (by accepting the mission) whether - and when - there will be an asteroid heading toward the station or not, trivialises the mission.


Getting chased by... a rock... sounds pretty surreal, though.
Too much space weed.
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Zaixionito
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Post by Zaixionito »

I'd recommend Mediafire for the storage. It is free, has unlimited storage, so long as single files are under 100MB, and no wait times. I use it, and it seems to be one of the most popular...

On the main topic... Makes zero sense, but looks awesome. I'll wait until it has a posted download link though.
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Post by canshow »

The reaper?

Would it follow me through a gate?
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Aro
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Post by Aro »

After we had chatted was thinking it could be good to use a ship with the asteroid model. You musta have figured stuff out :)

*waits for a an upload to one of those horrible upload sites*
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eldyranx3
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Post by eldyranx3 »

Have I ever told you, EJ, how much I worry about you sometimes?

Asteroid vs Torus .... FIGHT !!! *Queue Mortal Kombat Music*
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EmperorJon
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Post by EmperorJon »

Aww guys, thanks. :P


As for the asteroid-ship, no that'd be a mod... this does it 'the 'ard way'
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Aro
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Post by Aro »

Asteroid ship with a large funky engine would be nifty to give it a tail... :wink:

Should run a few of your asteroids in a Rumble Pit match. *expects my ships to be the ones hit*
Or a map with small ones flying about, and a large one if the match takes too long...
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EmperorJon
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Post by EmperorJon »

The size of the asteroid is random.

Chances are they'll be smaller, but they could also be bigger, and if they get set at the biggest size, that's the reaper... and it's as big as a Federal Argon Shipyard... :D
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Post by DannyDSC »

EmperorJon wrote:The size of the asteroid is random.

Chances are they'll be smaller, but they could also be bigger, and if they get set at the biggest size, that's the reaper... and it's as big as a Federal Argon Shipyard... :D
Is nice this script :D

But... if I enter in a Sector and the asteroid crash on my station? ( or a npc station? :lol:

I'd like to try it
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