[MOD] Improved Missiles v2.8 | 7 NEW Missiletypes added | [2.50 release]

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Blackb1rd0
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Post by Blackb1rd0 »

Doh!! I found what I needed thank you.
JESS 246
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Post by JESS 246 »

Hi iforgotmysocks

I'm using this mod and updates as they come in and i had an idea in aid to capture any ships how about designing an EMP and Nanite repair missiles.

Rather than destroying key parts of the ship the EMP missile would disable them over a time limit allowing a more intact capture and you can concentrate more on protecting the boarding crew and self from counter attack and ships guns and for a quick getaway use the Nanite repair.

The Electric Magnetic Pulse EMP missile Stats (you decide)
Cost: 5,000.000
Range: 2 km
Damage: Disability to external Shields, Jump drive/Engines, Hull, Weapons
Duration: = to 1 hour in game time play, less if Engineer is used and counter acted by Nanite repair missile once takeover is complete.

The Nanite repair missile Stats (you decide)
Cost: 5,000.000
Range: 2 km
Damage: Non (Repair only)
Repair: Total repair any damage and counter act to EMP missiles
Duration: Normal damage repair time Instant if used to counter act an EMP missile after ship takeover
iforgotmysocks
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Post by iforgotmysocks »

New in v2.5:
- Mod is now usable with all cockpit types


---------

First of all, sorry that i was gone such a long time, i simply didn't have the time. Well, thats different now, so here comes 2.5 which should work with all gamestarts/all cockpit types.

If there are any problems or bugs, please tell me. I have so much to check out and learn about the changes, so i appreciate any tipps that helps me getting my mods back on track. :)

JESS 246 wrote:Hi iforgotmysocks

I'm using this mod and updates as they come in and i had an idea in aid to capture any ships how about designing an EMP and Nanite repair missiles.

Rather than destroying key parts of the ship the EMP missile would disable them over a time limit allowing a more intact capture and you can concentrate more on protecting the boarding crew and self from counter attack and ships guns and for a quick getaway use the Nanite repair.

The Electric Magnetic Pulse EMP missile Stats (you decide)
Cost: 5,000.000
Range: 2 km
Damage: Disability to external Shields, Jump drive/Engines, Hull, Weapons
Duration: = to 1 hour in game time play, less if Engineer is used and counter acted by Nanite repair missile once takeover is complete.

The Nanite repair missile Stats (you decide)
Cost: 5,000.000
Range: 2 km
Damage: Non (Repair only)
Repair: Total repair any damage and counter act to EMP missiles
Duration: Normal damage repair time Instant if used to counter act an EMP missile after ship takeover
Definitly a nice idea, i already created "Lightning" missiles, which effect all modules on a ship. Its just a little tricky to balance those kinda weapons... shoot 5 missiles on a destroyer and its just useless for an hour? I don't know. :D

But nice ideas, i'll get on it as soon as everything is working again. ^^
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YorrickVander
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Post by YorrickVander »

Welcome back Socks!
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
iforgotmysocks
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Post by iforgotmysocks »

YorrickVander wrote:Welcome back Socks!
Thanks! ^^

Seems i missed alot. :D
iforgotmysocks
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Post by iforgotmysocks »

New in v2.6:
- Nasty Flies fixed and can be used now

(You might need to start a new game to get it to work, i'm sorry about that.
You also can just wait for the next big update and simply don't use Nasty Flies. No harm done with that option.)
iforgotmysocks
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Post by iforgotmysocks »

New in v2.8:
- Added new vanilla missiles to drops.xml (they will spawn now upon shooting fighters/capitals or collecting crates)
- Sigificantly increased the playerships missilestorage
iforgotmysocks
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Post by iforgotmysocks »

After playing the game for a while (i usually don't have time to actually play the game ^^ ), i reailzed that missile drops might be a "little" too much.

Also some types of missiles seem to need some adjusting.


What do you guys think? I'm usually very very bad at ballancing, so help me out here. :p
birdtable
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Post by birdtable »

Since dogfight combat is pretty unbalanced at the moment the one missile I would like is a slightly improved Sunstalker ... Just enough to be effective.
1. Would be nice to have audible signal for when target is in range.
2. Direct flight, not weaving all round.
3. Accurate and fast ..not inclined to hit friendly or stations ..a fast direct flight
4. Enough power to just strip shielding so as to overcome underpowered / overheating weapons ... To get kill before defence weaponry or target crashes into building.
Not so overpowered it becomes a one/two hit wonder.

The main problem in combat is having to boost all the time to try and get kill reputation before enemy is destroyed by factory defence systems/fighters or it just flies into building.
iforgotmysocks
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Post by iforgotmysocks »

birdtable wrote:Since dogfight combat is pretty unbalanced at the moment the one missile I would like is a slightly improved Sunstalker ... Just enough to be effective.
1. Would be nice to have audible signal for when target is in range.
2. Direct flight, not weaving all round.
3. Accurate and fast ..not inclined to hit friendly or stations ..a fast direct flight
4. Enough power to just strip shielding so as to overcome underpowered / overheating weapons ... To get kill before defence weaponry or target crashes into building.
Not so overpowered it becomes a one/two hit wonder.

The main problem in combat is having to boost all the time to try and get kill reputation before enemy is destroyed by factory defence systems/fighters or it just flies into building.
Hm, i must say i like the current missile behaviour. Missiles in "Improved Missiles" are anything but weak. ^^

Creating overpowered missiles just to be able to take out targets before a station does is the complete wrong approach in my opinion. ^^

It would make more sense to create a mod which checks if the player has taken part in a kill, even if the station got the final blow and still rewards the player for it. Maybe not in full, but it should still be worth something, i agree with you on that one.

Point 1 is good, thanks, i didn't even think about that one before. ^^ Gonna look into it.
Point 2 pretty much only happens if you should swarm missiles. As the name says, they have this kind of missile behavior, but they switch to direct approach as soon as they come close to the target.
Point 3 and 4 just don't rly work out. I can't change missiles with huge damage potential into fast and always accurate missiles, thats just way too overpowered. There are missiles who behave like you seek.
Nasty Flies, Termites, Lightnings and alot vanilla missiles.

This mod was created to get some variety of missile type, just to have fast and streight flying missiles which destroy anything imidiatly would be going back to having a single overpowered missiletype. ^^

Thanks for your feedback, i'm gonna look into sounds and see what i can do. :)
birdtable
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Post by birdtable »

Could you please direct me to where I asked for fast straight flying missiles with huge damage potential and an immediate kill.
All I asked was a slightly more powerful missile that did not go wandering around the zone so as to have an opportunity to attack/destroy enemy before it crashes into building or destroyed by zone defence.
I do not need/request a heavy damage inflicting missile, if I wanted it easy I could just park up and wait for mission to be completed.
With the greatest respect I suggest you try to use sunstalkers in a station protection mission and watch the results. .... and I am not talking about within the building complex.... By the time you come within range of the enemy they have almost reached city limits and the following missile hits building or a passing ship.
It comes down basically to either taking part in defence missions or just observing.... your response was appreciated and look forward to at least an audible signal to indicate target range and save my squinty eyes especially in Devries.
Cheers :)
iforgotmysocks
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Post by iforgotmysocks »

birdtable wrote:Could you please direct me to where I asked for fast straight flying missiles with huge damage potential and an immediate kill.
All I asked was a slightly more powerful missile that did not go wandering around the zone so as to have an opportunity to attack/destroy enemy before it crashes into building or destroyed by zone defence.
I do not need/request a heavy damage inflicting missile, if I wanted it easy I could just park up and wait for mission to be completed.
With the greatest respect I suggest you try to use sunstalkers in a station protection mission and watch the results. .... and I am not talking about within the building complex.... By the time you come within range of the enemy they have almost reached city limits and the following missile hits building or a passing ship.
It comes down basically to either taking part in defence missions or just observing.... your response was appreciated and look forward to at least an audible signal to indicate target range and save my squinty eyes especially in Devries.
Cheers :)
Hm, now i get what u wanted to say. Hmm, ya i'll think of something. Maybe a faster a little bit stronger sunstalker can be balanced with some longer reloadtime... i'll play around with it. :)
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

It's a tricky one. At least 1 pirate fighter will shoot Sunstalkers at the player in Hard games and being able to just strip shields of the tougher fighters may alpha some of the weaker ones. Good luck with the ballancing!
birdtable
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Post by birdtable »

I think what I am trying to get at with missiles is that you attract the attention of incoming enemy fighters with shield damage before they zip past on a death plunge against city walls and defences.
It is a very difficult balance.... I do not wish to observe the carnage but interact with it.
I have done very hard protect station missions where 2 or 3 enemy appear at a steady interval and easy missions where you are overwhelmed.

Afterthought ... Maybe the problem is the time interval between departing highway and being inside city confines is to short.
iforgotmysocks
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Post by iforgotmysocks »

Sparky Sparkycorp wrote:It's a tricky one. At least 1 pirate fighter will shoot Sunstalkers at the player in Hard games and being able to just strip shields of the tougher fighters may alpha some of the weaker ones. Good luck with the ballancing!
Yap, it all is. Luckily i suck at it and don't make a secret about it so i can just say: "Ooophs", in the end. :D

birdtable wrote:I think what I am trying to get at with missiles is that you attract the attention of incoming enemy fighters with shield damage before they zip past on a death plunge against city walls and defences.
It is a very difficult balance.... I do not wish to observe the carnage but interact with it.
I have done very hard protect station missions where 2 or 3 enemy appear at a steady interval and easy missions where you are overwhelmed.

Afterthought ... Maybe the problem is the time interval between departing highway and being inside city confines is to short.
I still have a weird feeling about such a missile.. i'm not sure where to put it, it simply doesn't fit in at all. xD

I could buff the speed and manouverability of Lightings, those only do shield damage, but i don't rly wanna take it too far.

Maybe somebody should just take a look at missions. And as i mentioned before, we need a mod that allows the player to be part in a kill and get rewarded for it, even if he didn't do the final blow.
birdtable
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Post by birdtable »

Thanks iforgotmysocks for giving this your attention ... I have found that switching from sunstalkers to starflashes eased the situation, these are fast enough to attract the enemies attention.....So maybe a faster missile, limited damage, just enough to rattle them.
Genuinely hope you are giving some thought to an audible "in range" or "target aquired" ...... :)
iforgotmysocks
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Post by iforgotmysocks »

birdtable wrote:Thanks iforgotmysocks for giving this your attention ... I have found that switching from sunstalkers to starflashes eased the situation, these are fast enough to attract the enemies attention.....So maybe a faster missile, limited damage, just enough to rattle them.
Genuinely hope you are giving some thought to an audible "in range" or "target aquired" ...... :)
Yap, both points are on the list. :) But pls give me some time here, i'm currently having a heavy workload. xD
birdtable
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Post by birdtable »

:)
swatti
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Post by swatti »

REQUEST: lite-version of this for 3.0

- No new missiles, so no restart needed
Vanilla adds some new ones, rather live without them also... Less is more.

- Novadrone into a regular quided missile
With ofc sloooow and poor agility. Makes it easier to hit weapons on capital from long range

- Fix Astrobees, double the amount of em!
Moar, moar, MOAR!!! Maybe drop the damage per missile a bit. Make em faster, lot faster. In vanilla they can catch fighters.

- Increase rocket firerate and AOE radius
Spammy with some carnage involved. One stop solution for taking out turret-nests

- Overall TRIPLE missile range.
Make missiles the long-range solution and aid AI when using its missile-turrets so the pricey ammo "pays off"

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