Knuckle Cracker

Particle Fleet => Map Makers, Ship Builders, and Coders => Topic started by: rer24 on August 03, 2017, 01:44:12 PM

Title: Stronger modules
Post by: rer24 on August 03, 2017, 01:44:12 PM
How easy would it be to create slightly stronger versions of basic modules? Specifically, I'm looking for:
1. A longer-ranged, more powerful laser
2. Missiles that can kill multiple particles/ship hulls
3. Cannons that shoot more powerful shots
4. Smaller Reactors
These would really help out making replicas of Starcraft units.
Some other, more out-there modules I could use are:
5. A way to, for energy, spawn stunners at a nearby ship on command
6. toggle making ships invincible, at cost of energy, on command
7. stopping those ships from being invincible when in range
8. changing ship shape on command
I know it's a lot, but if anyone known where I can find any of these, please let me know. Thanks!
Title: Re: Stronger modules
Post by: Sorrontis on August 03, 2017, 01:58:01 PM
There's a method, here: http://knucklecracker.com/forums/index.php?topic=21624.0 (http://knucklecracker.com/forums/index.php?topic=21624.0)

But I doubt it'll get easier than that.


However:
1] Can be done
2] Can be done
3] Can be done with some work-around
4] I think it can be done.
5] Possibly can be done. GM or PF will be better at telling you.
6] & 7] I don't believe we can affect the amount of damage a ship will take.. Especially in the form of = 1 / infinity.
8] Can't be done... yet.
Title: Re: Stronger modules
Post by: rer24 on August 03, 2017, 02:31:09 PM
8. How do you mean, "yet"? Is virgil still working on this game?
Title: Re: Stronger modules
Post by: Sorrontis on August 03, 2017, 02:52:59 PM
Quote from: rer24 on August 03, 2017, 02:31:09 PM
8. How do you mean, "yet"? Is virgil still working on this game?

Only V will be able to answer that question. However, maybe one day there'll be a patch of all the things we'd love to see. That is one of those things. It's been asked, so we be patient :)
Title: Re: Stronger modules
Post by: Builder17 on August 03, 2017, 03:03:06 PM
6. toggle making ships invincible, at cost of energy, on command
7. stopping those ships from being invincible when in range

Big number of shields could be used as workaround?
Title: Re: Stronger modules
Post by: rer24 on August 03, 2017, 03:14:37 PM
Actually, by "invincible" I was thinking "particles pass over them."
Title: Re: Stronger modules
Post by: Builder17 on August 03, 2017, 03:46:03 PM
That requires lot of PRPL to make, but maybe replacing real ship with many PRPL cores

that don't have virtual particles but can do things that player ships do?
Title: Re: Stronger modules
Post by: GoodMorning on August 03, 2017, 06:35:26 PM
It might be technically possible, but it's 100% impractical to fake a ship. The selection code alone would be a nightmare.

Shields were once damage-proof, changed for balancing. Did you mean invisible to particles? Because that probably won't happen.

5 has been done, see Nicant's Overcharger in the above-linked thread. Commandable modules are far harder than others.
Title: Re: Stronger modules
Post by: rer24 on August 03, 2017, 07:09:10 PM
Well, it's not surprising that they aren't available. It's fine, I can go without them. I will check out the overcharger thing, though. At some point.