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Author Topic: Gimbal: MP space shooter with player-built ships (now on Steam!)  (Read 32193 times)

Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #150 on: November 15, 2012, 10:21:26 pm »

Ballistics CPU is an expensive exploit.  It gives you extreme accuracy in exchange for extreme cost, money that could be spent on more guns or engines or armor!  For that matter, the same applies to turrets.  Anyone good enough with ship engines could mount a lot more fixed guns for the same cost.  But personally I suffer slight lag, and love taking insane-long-shots, so the ballistics with railguns lets me snipe like crazy.  Railguns tend to fail against armor, but most ships actually don't mount much armor.

Aqizzar

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Re: Gimbal: MP space shooter with player-built ships
« Reply #151 on: November 15, 2012, 10:47:16 pm »

Ballistics CPU is an expensive exploit.  It gives you extreme accuracy in exchange for extreme cost, money that could be spent on more guns or engines or armor!  For that matter, the same applies to turrets.  Anyone good enough with ship engines could mount a lot more fixed guns for the same cost.  But personally I suffer slight lag, and love taking insane-long-shots, so the ballistics with railguns lets me snipe like crazy.  Railguns tend to fail against armor, but most ships actually don't mount much armor.

This is more or less what I was trying to do, with a flying brick with five medium engines and a bazillion guns on the front.  The problem is he could knock me out in one hit from about 0.8mi, so it basically a fruitless effort.  I think I tried my fast laser-turret on him, but it can't dodge any better than the brick.
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #152 on: November 15, 2012, 10:57:06 pm »

For that you'll need armor, simple enough.  If you don't have any armor, then swap servers, or speak on the server and be like "Hey, you're being a dick and I'm just a noob."  It's worth a shot, a lot of players are genuinely courteous when approached and told they're being a dick.

Shadowlord

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Re: Gimbal: MP space shooter with player-built ships
« Reply #153 on: November 16, 2012, 12:45:21 am »

I was just flying this ship (for a couple hours) - there was only one server up, that I saw, so that's where I was (the Goon Haven server):



I built it on the Louse platform, and used a ballistic CPU to control the 120mm cannons (on a platform on a large turret). The mini-gun's turret has a robo-targetter and mouse-aim (so it has to be manually aimed but gives guidance), since the ballistic CPU can only aim one type of ammunition accurately (and is super-expensive; I could control multiple turrets and railguns with it, but I wanted to try putting a minigun on for dealing with more evasive targets - there were people dodging my cannon shells  :D).

The armor plates seem to be exceedingly effective, although I haven't been hit by any missiles, torpedoes, or the like yet to really give them a test (someone was ramming me at one point, and only finally killed me after I had taken heavy damage from weapons fire and multiple previous rammings).

I'm using the new input slavers to provide pivoting and directional control of the engines. They seem fairly effective. (I have it set up with 180-arc turrets under two of the thrusters, with multiple input slavers assigned to each engine and one to each of the turrets (I could skip the turrets and assign them normal keys, of course, and it's not obvious whether an input slaver is pointing to a turret or something mounted on it unless you move the thing mounted on it, which unlinks it from anything linked to it, currently, but it seems fairly effective. Actually, it spins a bit too fast.).

I may fiddle with it more tomorrow and add turrets to the other two engines and see if I can configure it to strafe as well. The problem (in combat) would be the latency involved in the turrets pivoting the engines to the strafe configuration, of course, along with the latency already involved in using those engines rather than actual maneuvering thrusters.

P.S. 8 armor instead of the normal 5. I'm not 100% sure if it only damages whatever is hit, or all the armor at once. It seems like it's just whatever is hit but in practice I never see an armor piece go, just the percent going down until the entire ship blows up. Of course, I think this frame's durability is very low compared to the armor.
« Last Edit: November 16, 2012, 12:49:00 am by Shadowlord »
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #154 on: November 16, 2012, 01:15:05 am »

What exactly does the input slaver do?

Shadowlord

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Re: Gimbal: MP space shooter with player-built ships
« Reply #155 on: November 16, 2012, 01:26:20 am »

You map keys to it with both primary and secondary functions, and then assign it to control things via those functions. The advantage is that you can assign multiple input slavers to a single component, and as many components to an input slaver as you want (well, there may be some practical limit somewhere, who knows).

E.G. You can have an engine that thrusts forward whenever you press a or w, or backwards if you press d or s, for example, with an a/d input slaver and a w/s input slaver which both have the engine added to their devices.
« Last Edit: November 16, 2012, 01:28:03 am by Shadowlord »
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #156 on: November 16, 2012, 09:37:58 am »

Ah, so in that case, I could have A fire the right engine, D fire the left engine, and W fire both engines?  This way you can change direction like a pod racer (who remembers that game?).  Sounds like it'd also be easy to do engines on turrets, and bind engine+turret to q/e to allow strafing, to turn the engine and fire it, while a/d would just fire the engine, or something.

Very interesting, and mostly relevant to engines I think.

Wayward Device

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Re: Gimbal: MP space shooter with player-built ships
« Reply #157 on: November 16, 2012, 11:01:59 am »

Input slaver is really nice, especially if you're doing silly unfoldy stuff that has multiple configurations. It's also worth noting that the update that brought us the input slaver also more or less eliminated the megalag associated with components stacked directly on top of each other/massively nested, which is great. No more crashed servers from it/massive lag in the designer when moving something with lots of stuff stuck on it.  Finally, as ever, that was me ramming Shadowlord on Goonhaven.
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #158 on: November 17, 2012, 03:29:11 pm »

Spoiler (click to show/hide)
Just gonna leave this here.  Works on tilted engines and input slavers to avoid maneuvering engines entirely.  8x 120mm on ballistics + salvo + plenty of ammo, can tear through ships pretty well with a persistent barrage, making it good at "streaming fire" from a distance and pounding anything close up.  The forward armor gives it quite a bit of protection as well, although since it has no Stabilizer it can sometimes be tricky to face your enemy all the time, especially as the cannon fire tends to rotate you.

A bold frontline "big ship" it can go toe-to-toe against other armor ships and just wail on them.  Despite the small engines, it's also quick enough to reach the battle line eventually, and the "spread" of the engines gives it good turning speed and fancy "swept wings" in flight.

ThtblovesDF

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Re: Gimbal: MP space shooter with player-built ships
« Reply #159 on: November 19, 2012, 07:04:16 am »

Looks sweet!

I made some suggestions on the gimbal forum, we'll see how it turns out.
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Person

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Re: Gimbal: MP space shooter with player-built ships
« Reply #160 on: November 20, 2012, 02:05:47 pm »

Has anyone suggested tractor beams yet? There's griefing potential, but multi-ship combinations/deployables/etc seem worth it. They could always make ships need a reciever aurora style.
« Last Edit: November 20, 2012, 04:16:22 pm by Person »
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #161 on: November 20, 2012, 02:15:56 pm »

Aurora ships don't require a receiver, it's just the one ship with the beam.  Although that does sound very fun for Gimbal...  Be a good way to tow heavy platforms into position, and a way to forcefully slow down quick ships, not to mention possible uses like dragging stage items around...

Astral

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Re: Gimbal: MP space shooter with player-built ships
« Reply #162 on: November 21, 2012, 04:48:58 am »

Slingshot debris or other players into enemies... muahaha.

I need to get this, looks interesting as hell.
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ThtblovesDF

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Re: Gimbal: MP space shooter with player-built ships
« Reply #163 on: November 22, 2012, 04:43:56 am »

Input slavers are fun - and for a few credits you have a perfect backup system in case your main aero/turn control goes out the window.



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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #164 on: November 22, 2012, 12:04:38 pm »

Sadly you can only ever mount 6 missile-type weapons on a single ship.  Otherwise I'd make a spam missile platform.
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