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View Full Version : [EQUIPMENT]Ware Suggestions



Mokonzi
08-05-2006, 10:29 AM
Place all your suggestions for Wares here. We\'ll keep the first post update with all the ideas, and what the status of them is:

Accepted/Under Development, Under Discussion, No go.


Current list:

BSG Style Missiles
- Primarily for use with BSG but will add these and a ship upgrade for capital ships to produce them for Xtended Ships

Mega Ion Disruptor missile
- Using mostly same code as above but doing sheild damage to a large area
-- For use on Boron M8???

Fighter Repair Bay
- Allows use of the repair docked fighter command at M1s and docks

Fighter Parts / Repair Ware
- For use with the fighter repair bay instead of it using money?

Mine Detection Device
- Allows use of detect mines and clear minefield commands?

Smugglers Cargo Bay
- Would be able to hold a small amount of illegal wares without their detection. (shelved for now)

Illegal Ware Inhibitor
- Stops other ships from detecting your illegal wares. (Probably not possible, but you never know... ;D

al_main
08-05-2006, 11:09 AM
Illegal ware inhibiter not really possible, but had already been thinking of a smugglers cargo bay that would be able to hold illegal wares without detection

Mokonzi
08-05-2006, 11:23 AM
First item in the topic, and it\'s no. Shame. Anymore suggestions anybody?!

al_main
08-05-2006, 08:49 PM
Updated the list abit for discussion! ;)

Mokonzi
08-05-2006, 09:27 PM
Yay! Lot\'s more to talk about! Mine detection has to be good. And the repair ships, yes, definitly good thing. I like the Smugglers Cargo bay. How would that work different to an inhibitor?

al_main
08-05-2006, 09:53 PM
Basically it would be an extra (concealed) cargo bay in the ship. Say, built into the hull specially or something like that? You would then need commands to specially put items into it or take items out of it.

Only way i can think of to get round the customs scanning your cargo bay, as they would just read 1 smugglers cargo bay extension, as the wares would not be aboard your ship as far as X3 was concerned. They would be held as variables and then put back into the cargo bay when removed from the bay via the command.

Possibly could also just be implemented as / called scanner proof container or something? Up to people to which they think sounds best / most realistic / most exciting idea

al_main
08-05-2006, 10:14 PM
Alternative idea: (The BBS all but writes itself! :D)

Responding to the BBS that cargo compression technology needs to improve the teladi invented the cargo compresion container. This special container has the unique ability of being able to hold 100 cargo units while taking up only 50 (or 75?) units of the cargo bay.

A side-effect of this container is that police scans can not penetrate its compressed structure, having led the paranid government to call for it being made illegal universe wide. The teladi government have responded by releasing a statment \"with their ships already having decreased cargo bays we expected the paranid to welcome this invention, not condemn it. We can not be held responsible for any unscrupulous individuals that may abuse this technology to traffic illegal goods.\" The argon and boron militarys have refused to comment.

Mokonzi
09-05-2006, 04:31 AM
I like the idea, that sounds a fantastic option. How reliable would holding cargo as a variable be? Is it likely to be a bug bear?

al_main
09-05-2006, 09:43 AM
Should be simple.

Just need to reference the variable name correctly the two times you write it in the script code! :D

Mox
09-05-2006, 10:07 AM
I like the idea, that sounds a fantastic option. How reliable would holding cargo as a variable be? Is it likely to be a bug bear?


Ofcourse it is. Its probably easy to make this (just relying on AL for that ;)) but think of the possibilties with what can go wrong.
How about ware transfer via transporter, how about cargo dumps, how about OOS transfers?, how about docking to stations...
Al I\'m saying *again* is this just sounds like someting which can go wrong at some time and therefore it probably will.

\"Hey guys\", I just bought a M7 and equipped it with cargo containers, now all of a sudden I cant transfer cargo anymore//now all of a sudden all my transfered cargo doesnt show up anymore, plz help!!!\"

Even if its NOT the cargo containers at all...wares like this will ALWAYS make you second guess about that still.
My point being, if you want to keep a mod debug-able, then don\'t clock it up with too much fancyness cause you won\'t know where
to look for bugs sooner then later.

I\'d suggest to keep away from fancy wares and all kinds of fancyness as much as possible.
Granted, we need some new wares cause wares are just too nice to skip on....and then again I\'m very very reluctant to add them in cause with each ware we add the possibilities of bug heaven increase significantly.

I\'d hate it to release a completely rebuilt mod, announcing bug-freeness of all previously known hazzards, only to find out we\'ve gotten ourselves even deeper in the swamp because of feature hornyness.

I too love these id\'s, don\'t mistake me for hating all input...I\'m just cautious and picky on the essentials of the mod and quality control behind it....as much as I hate to be like that sometimes.

al_main
09-05-2006, 10:15 AM
Yeah, ok. Cargo container has the potential for bugs then. maybe... ::)

Mokonzi
09-05-2006, 10:41 AM
Is it worth testing it \'seperate from the mod\' and seeing what we can find out? Even if it\'s something us testers test for a month or two while other aspects of the mod are released, fair enough. If it\'s script only, that can be added in later?

I\'m happy to put the time into testing it. Sure some of the others would.

It could be offered them as a \'mod compliant\' script. Maybe?

al_main
09-05-2006, 10:46 AM
I\'ll maybe write it in the background if theres not lot of mod stuff to script, but as moxy pointed out, it will actually not be quite as simple as i first thought due to people trying to transporter beam or transfer the freight containers. I\'d have to have a think about that one.

Mokonzi
09-05-2006, 10:48 AM
Forums are great places for making you realise that the brilliant, simple idea you just had, actually isn\'t that simple! Lol! How many times has that happened for me?!

Mokonzi
09-05-2006, 04:50 PM
I mentioned once or twice before about phasic missiles. Basically they hit the hull directly. I don\'t believe that it\'s possible to do it ingame, without using a script to drop the shield briefly just prior to impact. That will bring a lot of bugs into the equation, and isn\'t worth the hassle for now.

But... I\'ve been thinking about the Disruptor missile. It\'s a dud. Simply. So what I\'m thinking of is a missile group that does similar things, but utilises some of the missile types within X3.

First would be a missile similar to the Disruptor, but designed to take down substantially more shielding. Perhaps an Ion Disruptor Missile we might call it.

A second option would be a swarm version of the above.

A third option would be a torpedo version, capable of dropping an M1 and M2 shield to at least a quarter or a half.

The big question is: Can these be added to each ship so that they can use them? Or is that taking the mod to far?

McPhearsom
11-05-2006, 09:30 AM
Is it possible to make bombs? Not missiles with engines but bombs that are \'dropped\' and continue moving under their own inertia (if dropped at 300m/s it\'ll continue moving at 300m/s until it explodes). I was thinking this could be good as a high yield weapon type against larger ships but without it being as accurate or fast as a missile. The way AI ships do their attack runs suggests they would actually be capable of using this type of weapon although I don\'t know how effective it would be.

If it\'s not possible then it\'ll have to be a dumbfire missile or a mine, but it\'s an idea :)


The Disruptor missile is actually fairly good... against the weakest ships, good vs M5 but nothing more and it\'s not the most agile missile type either. A Swarm and Torpedo version would be nice though, something to arm the larger Yaki ships with so they\'re not just Pirates with different ship designs.

Mokonzi
11-05-2006, 03:25 PM
It would also be a development that would be very Boron in concept. Imagine, a combined Boron and Yaki missile development! ;) lol ;D

Mox
11-05-2006, 03:34 PM
Freefall bombs are not possible but with tweaking the remote warhead code we could come lose.
The AI wont be able to use these.

Bigger anti M6 dispruptors would be cool...I\'ll look into those.

Mokonzi
11-05-2006, 03:38 PM
I was thinking of designing one (with careful balancing) that if perhaps twenty or so were fired at it might seriously threaten an M2s shielding. Would be very interesting. Perhaps a proper Khaak buster weapon.

Other options include a missile designed for hull impact when shields are low. Gonna play with the tmissiles and I\'ll let you know how I get on.

al_main
26-06-2006, 01:16 PM
Topic reinstated to give me something to do while we\'re waiting for the ship models, tships, sfx, etc.

(After i\'ve sorted the BSG style missiles)

Unserene
28-07-2006, 02:32 PM
Not sure if it\'s possible but why not make a tractor beam that works on ships....would be cool for capturing purposes/ and or making pirates drop their loot..(if you\'re playing a cop or something). Plus it\'d probably be a good idea to make it only mountable on M6 and above.

DarkWrath
28-07-2006, 02:41 PM
I can add something also: Nova Warhead. A missile that use some kind of gravitic-colapse field to transform a whole sector to ashes. In order not to make it over-powered , give it a moving speed of 20 , a life of 2000 and a detonation delay of 10 sec(if possible)after it had stopped at the target. Also , is it possible to make it harmless when detonated by lasers?
Also , if you ever use one you will lose all your rep with the owner of the sector , also with the race allied with him. It should cost about 100-150 millions(after all it will destroy a whole sector) and to be only launched from a specially build fighter or a M0.

Ravenholme CP42
28-07-2006, 04:33 PM
I\'ve been thinking, would it be possible to do a missile that you launch at a target after taking it\'s shields down and it slowly drains the hull, and I mean slowly, but for relatively large amount of damage over a period of time. It would add more to hit and run tactics, I think, meaning you could bring down the shields of a much more powerful opponent, fire one of these Leech Drone Missiles onto the bared hull, then run before you get destroyed by turrets or fighters.

(Yes, I\'ve been playing C&C RA2 recently, with it\'s terror drones)

Leech Drone Missile is more a description than the name though ;)

LJBurstyn
28-07-2006, 07:28 PM
Not so much ware (ware is included with some) would be the inclusion of other scripts in the mod.

Carrier commands script (including the Levi).
A script that detects what weapons and shields are on fighters and adds missing ones (upgradeing also) from inventory and automatically rearms fighters with missiles as they are used. And sends supply requests to me about needed missiles and weapons and shields or just purchases them.

Salvage Script 2 (the legal ship cliam script)
Cockpits
A mining script that actually works--includes Advanced Mnereal detection.
Fleet Support (Xai was my favorite)
Fleet commands for large convoys and combat fleets.
Avoid enemy sectors for cargo vessels on supply missions for stations. And Station Manager commands.
Ability to buy and build the standard multiple purpose stations available for NPCs in the game.
Something to increase the abiliities of my fighter pilots so they fight better?????

al_main
29-07-2006, 01:06 AM
Bit of feedback:

Uns: Not sure if its possible to make a tractor beam for ships, probably something thats hardcoded
DW: The nova warhead is by far the easiest to do on the list but may have some balancing issues! ;)
RCP42: May be possible and is an interesting idea, might look into that after 0.6

LJB: At the moment, especially due to a lack of resources there wont be any outside scripts included into the mod and we wont be duplicating anyones work unless we feel that it is otherwise missing something. There would be little point scripting a new version of fleet support or fleet commands when you could simply download the existing version while we work on something new ;). Unless of course you feel that the existing scripts are missing needed features? I have scripted Xtended to be compatible with as many scripts as possible, and to try to avoid clashes with any scripts registered on the community mod list at the ES forum.

Noobtastic
29-07-2006, 01:11 AM
Al_main, if this is even possible and not too time-consuming, could you posts the scripts not compatible with Xtended (after release, of course). That would really help out alot of people, and would allow for fewer errors when people get their hands on the mod.

The_Transporter69
29-07-2006, 02:15 AM
Hey all,
Maybe for the smugglers cargo hold you could create a um M5 maybe that looks like a black box but has alot of cargo space, and allow it to dock with what ever ship u desire and simply transfer your illegal goods into that, but then again that also depends to the cops scan the ships docked wiht your ships...

Cheers,
The_Transporter69

Noobtastic
29-07-2006, 02:31 AM
Just move the illegal good(s) to a ship that you are not currently in. The customs never scans a player owned ship that the player is not in. Also, an M3 would be better as you don\'t want a M5 with cargo room.

The_Transporter69
29-07-2006, 03:47 AM
I was sort of saying like make an M5 that looks like a box or something that you can get to dock with your smuggling ship....

Cheers,
The_Transporter69

LJBurstyn
30-07-2006, 01:33 PM
Carrier Command Requests.

I had posted the Carrier Command post because the ones that are out there leave something to be desired. When I have two or more carriers that hold 40+ planes each and I have to buy new planes I cannot just send them to the carrier to be outfitted but must spend time outfitting each aircraft with weapons and missiles. If I use the carrier command to load weapons it will not equip the fighters properly because it loads weapons on fighters already completely equiped (this applies to shield also). And it loads more missiles on fighters already equiped not just on the new fighters or replace missiles on fighters that have used their missiles. And the automated carrier commands do not seem to work properly. I had a carrier destroyed before it launched ONE plane to defend itself from an incoming wave of Xenon fighters--that\'s one carrier and 43 fighters lost--kind of expensive.. (Xenon is listed as enemy on all my ships).

Snowship
30-07-2006, 03:40 PM
Evening guys (Last post before I have to get some sleep :-, but then hopefully wake up to 0.6 :D)

For a missile ware;
How about a 2 stage missile, basically the missile is fired, then get\'s to near a target and seperates into...
1. Main missile, very fast & when hit\'s a enermy an area effect happens where shields are removed from all ships in the vacinity (0.5-1.0~ km)
2. The remainder of the missile is multiple warheads that would then attack multiple targets in the vacinity doing say 50% hull damage to an M3 & killing M4 and below.

A bit like a cluster missile, the main warhead is a bit like a Ion missile, the remaining \"clusters\" missiles are beefed up wasps targeting multiple fighters.

Opinions?

JONO51
01-08-2006, 05:41 PM
what about an EMP Missile that could rip through shield. maybe eack 1 could do 25mwatt of damage. pricing could be about 20k each maybe.

enenra
15-08-2006, 02:51 PM
hmm, a few weeks ago, I had an idea for a mod.

How about "trading" Passengers? But the idea needs a few new stations and wares.
The idea was, that new stations called "living clusters" produce "hungry civilians", "students" and "sick persons" they need to "produce" them "Civilians", energycells and racefood.
2nd station would be a "shopping centre", produces "civilians" and needs "hungry civilians", energycells and several other goods.
3rd station: "hospital" produces "civilians", needs "sick persons" energycells, "medicines" and "medical personnel"
4th station: "university" produces "medical personnel" and "chemists", needs energycells, perhaps racefood and "students"
5th station: "military academy" produces "military personnel", needs energycells, perhaps racefood and "students"

so perhaps, there will be not enough civilians, so I thought, there will come some from the planets:
"orbital transfer station", produces "civilians", needs energycells.

that's only a part of my idea, so if you want, I'll explain you the other part :)

Mokonzi
15-08-2006, 02:57 PM
Sounds very good DSE. It might be possible at some time...

Bunny
22-10-2006, 02:04 PM
I've been kicking about a smuggler's cargo/cargo cloak script for a few days that is just for the player ship.

It stores the illegal wares in cargo bay extensions. So when they are hidden the cargo bay appears smaller. Cargo is revealled when docked or when the unit is switched off in space. This restores the cargo bay to it's true size. If the player leaves the ship then the unit switches off.

It does the job, but there is one problem...missions. If ones of these requires transport of illegal goods then the player would need to manually switch off the unit before docking or else the mission might be failed.

If this is not considered to be a show stopper then I can post it on the beta test forum.

Mox
22-10-2006, 02:08 PM
If this is not considered to be a show stopper then I can post it on the beta test forum.

Thats a pity cause indeed it does sound exactly like a showstopper to me.
(many missions depend on someting involving cargo in the players ship).

Can't be worked around I supose?

Bunny
22-10-2006, 02:35 PM
I think it's a dead end.
The problem is there is not always a warning of when the player intends to dock. There might be a way to externally monitor which BBS missions are running (very slim chance).

So back on hold for now :(

[EDIT]
The mine detection/removal looks more straight forward.

Stopping scans...hmm...bribe customs script?

Bunny
23-10-2006, 04:53 PM
A script that stops the ship getting scanned looks pretty good so far. An idea is to call the ware a &quot;Hacker Uplink&quot;. <br />
Customs ships get: <br />
1. Bribed - customs ship ignores it <br />
2. Database hacked so...

Ice-Dragon
05-12-2006, 12:04 PM
Hi :wave: would like some new illegal wares please.
:idea: something like a new space fuel made with scruffin fruit and a new space weed made from plaktion these could be soled at a higher price but made in the same fabs as the others.

Stevio
05-12-2006, 03:37 PM
making wares illegal is not possible it is hardcoded :(

al_main
05-12-2006, 10:17 PM
Erm, I wouldnt get scanned in Boron space with cyborgs in your cargo bay if i were you stevio....

Stevio
06-12-2006, 04:53 PM
i didn't realise you got it to work? :?

Ice-Dragon
10-12-2006, 09:00 PM
hmm, a few weeks ago, I had an idea for a mod.

How about "trading" Passengers? But the idea needs a few new stations and wares.
The idea was, that new stations called "living clusters" produce "hungry civilians", "students" and "sick persons" they need to "produce" them "Civilians", energycells and racefood.
2nd station would be a "shopping centre", produces "civilians" and needs "hungry civilians", energycells and several other goods.
3rd station: "hospital" produces "civilians", needs "sick persons" energycells, "medicines" and "medical personnel"
4th station: "university" produces "medical personnel" and "chemists", needs energycells, perhaps racefood and "students"
5th station: "military academy" produces "military personnel", needs energycells, perhaps racefood and "students"

so perhaps, there will be not enough civilians, so I thought, there will come some from the planets:
"orbital transfer station", produces "civilians", needs energycells.

that's only a part of my idea, so if you want, I'll explain you the other part :) good :idea:. why not have passangers traded at the trade station you cauld have 4 / 5 passengers with different destinations :?: ie: you could pice 200 passengers up at argon prime at 20Cr each and take them to kindoms end and sell them for 65Cr each, on the other hand you could take them to the nearist pirate station and sell the in to slavery for 200Cr each :mrgreen: :mrgreen: :mrgreen:

Mokonzi
11-12-2006, 05:18 AM
I tell ya, that option has been talked about... though nothing is happening on that front until we get more important stuff sorted...

Ice-Dragon
03-01-2007, 06:01 PM
:think: :idea: What about armor :?: this would take alot to put in but might be worth it.
The armor could be made out of ore, Nividium and crystals.
you would have to remake the Nividium mine so thet it has a higher production rate, some thing in line with the silicon mine, you could place some nividium Asteroids in some of the unknown sectors and there you go. :)

BlueShade Zero
06-01-2007, 10:01 PM
:idea:

This could be alittle far fetched... but a spin off of a cloaking device, how about a gravidar dampener... basicly makes your ship less detectable. To be honest i dont even think this is possibe, but i like the idea... I know that you cant make yoru ship dissapear, otherwise i'd just suggest a cloaking device, but perhaps you can make a varient of it where, instead of making things not attack you, make it so they wount attack you beyond like, 5 km or somthing.

interesting thought? i dont script so i dont know the limits. Just spewing out ideas like i like to do :)

xeon_1
07-01-2007, 05:47 PM
don't know if this has been brought up or not or if it is even posible
energy transfer system

this system would allow you to switch your shield power to your laser power or the other way arround

you can do this via a hotkey
say 1 = default distribution
2 = all power to shields
3 = half of your shield power to weapons
4 = half your weapons power to shields

i didn't add all power to weapons since that would be realy stupid since a couple of m5 could destroy an m2 if that M2 would divert all shield power to weapons

Star_Raider15
08-01-2007, 11:09 AM
i love the idea of blueshade, u can make a device that acts like the stealth system of a modern F117(dont kno if its the right name :P) and this would stop enemies from attacking u unless u come very close to them

Stevio
08-01-2007, 11:21 AM
BlueShade > Brilliant idea, i like this one myself
it would be very simple to make O0

xeon > very good idea However... laser energy cannot be altered via scripts
i'd suggest with this to make it like a Engine to Shield boost and a Shield to Engine boost ;)


good ideas ppl keep em coming O0

Dragonsblade
08-01-2007, 04:51 PM
Soomeone has already done the stealth type.
I use it in my games. It doesn`t make your ship invisable, only undectectable unless within 15,000 meters.
"Camoflage device"

Stevio
08-01-2007, 05:14 PM
i used to use it a back in the early days

thats what makes this different
the cam device script makes any ship within a given distance unable to detect you
however the idea of this one is to make it so if an enemy is within xkm of you they can still track you (obviously cause they would be able to look out of the cockpit and see you :roll: )

Dragonsblade
08-01-2007, 09:26 PM
Not sure what the difference is there Stevio.

Both descriptions, mine and yours sound like exactly the same thing!


It doesn`t make your ship invisable, only undectectable unless within 15,000 meters.



if an enemy is within xkm of you they can still track you

----------------------------------------------------------------------
[Lets not turn this into a thread into a discussion - Stevio]

Key:
Enemy Ship: E
Player Ship: P

Enemy scanner range: )
Out of Enemy scanner range: )


Camoflage device script (makes your ship permanantly invisible IIRC):

Invisible when out of enemy range =
E ) ) ) ) ) ) ) ) ) ) P
Invisible when in enemy range =
E ) ) P ) ) ) ) ) ) )

[afaik that is how the Camoflage device script works, always undetectable - Stevio]
-------------------------------------------------------------------------

My intention of the gravidar dampner (makes your ship undetectable aslong as there is a 5km gap between you and enemy):

UN-Detectable when out of enemy range (5km) =
E ) ) ) ) ) ) ) ) ) ) P
Detectable when in enemy range (5km) =
E ) ) P ) ) ) ) ) ) )


[as you can see this version allows the enemy to see you if you get too close :P - Stevio]

Star_Raider15
09-01-2007, 11:26 AM
in effect its like a B2 stealth bomber
u cant see it on radar but if ur lucky enough to find it by simply using ur eyes then the B2 is as good as dead

Mishra
09-01-2007, 01:05 PM
Tell me about it, I've got annoying B2 bombers buzzing around here all the time.

xeon_1
09-01-2007, 06:47 PM
Tell me about it, I've got annoying B2 bombers buzzing around here all the time.

??? since when does the dutch airforce have B2 bombers

Star_Raider15
15-01-2007, 01:54 PM
good question :?
anyway i was thinking if it was possible to remove weapon slots from a ship and allowing u to place shields slots
like a ray for example: u could take 8 weapon slots and place 8*125 mj shields
of course everything should have a limit to what u can add but still is this posible?

DarkWrath
15-01-2007, 02:07 PM
no

ssid
16-01-2007, 10:58 AM
Is it possible to add additional cargo bay extensions past the maximum? Sort of like how the overtuning BBS script works? Personally I think adding extra performance tunings unbalances the game somewhat, but I'd be fine with a little bit more cargo space for a premium.

Stevio
16-01-2007, 11:13 AM
not possible i'm afraid :-\

BlueShade Zero
17-01-2007, 02:11 AM
Hey, i was thinking about the Gravidar Dampener. To make it fair, you should have it so that, when activated, it turns off your shields, and if possible, make it so you dont know if an enemy has spotted you or not but not starting up the battle music untill you get hit or somthing.

could this be done by having it, when the comp would normaly agro you, to rather then have it agro you, just apporoach you to within what ever is the average firing range, then agro you just as it starts ripping on you. This would make it so you would have to watch your back to make sure no ones sneaking up on you.

also, is it possible for the npc to use this? It would be sweet to have some npc hiding behind a roid with the dampener on and then when you get too close it pops out at you.


Could nebulas or movement effect it at all? if you can have movement effect this, my idea was that if the ship was at dead stop, the detect range should be 2km. if less then, oh say, 40ms (maybe 25% of max speed) the detect range should be around 3-4km. so on and so forth untill 10km at max speed (or just fast). Do you think nebulas should restrict, or enhance the effect? A nebula could... A) conceal the ships signal better, or B) creates a disturbance in the nebula (from the ships presence).

sorrie if its alittle old or late, just putting forth my ideas.

Star_Raider15
18-01-2007, 03:11 PM
the gravidar dampener reminds me of a game called Hosteile Waters
later in the game u start to have the abilty to either cloak or stealth ur vehicles but u couldnt do the both at the same time because the stealth device eated up the shields and only when u stoped stealthing could ur shields regen
personally i always stealthed my ships :evil: (iamgine 14 vehicles suddenly opening fire on an enemy base artilerry from one area helis from another tanks and amphibious vehicles from another point)
P.S. u could fire while stealthed either

darkwolf77
07-03-2007, 08:18 PM
A new illegal ware for pirates and smugglers to make money from...

Boronese Gorwhal Larvae

Faceted Crystal Orbs that are often sold as souvenirs, the Gorwhal Larvae are actually intelligent sea going mammals with long horns protruding from their foreheads. Illegal trafficking in the larvae of these rare, peaceful creatures has recently been on the rise as smugglers have begun selling them as souvenirs.

The larvae can be bought at random Boron Trading Stations and sold at Pirate Bases everywhere.

Sorry, I just had to throw this out there... :lol:

There just aren't enough illegal goods in the X-verse.

Andaius
09-03-2007, 08:40 AM
Speaking of new wares, now that we can RE is it possible to make it so terran ships use different wares to RE? Like Terrans certainly don't use teldaium for ship panels and such. Is there any thought on say adding Terran RE products?

al_main
09-03-2007, 12:50 PM
Might or might not be possible.

We'd have to experiment with hq.xml abit to find out.

Woffin
31-03-2007, 06:12 PM
How about boosting the economy by using the random wares that egosoft supplied with the game? For example "fertilisers". Argnu have got to 'produce waste' sometime, so why not have Fertilisers as a secondary product at a Cattle Ranch? Now you may be thinking "where do you sell this"? If I am not mistaken, plants grow better with fertilisers, and the Wheat Farm grows plants...so why not add Fertilisers as a secondary resource to a Wheat Farm? :) It may not be massively useful to the economy but it might help you to make some money early in the game by "getting your hands dirty" doing petty trade runs (so to speak) and it also adds another level of detail into what is already an incredibly deep mod.

I'm not too familiar with other random egosoft wares but I'm sure that Water could be a common secondary rescource from most boron stations, and a ware that could be present on most other races' trading stations.

Ice-Dragon
31-03-2007, 11:31 PM
Woffin i like your thinking and if your thinking about this then you need to have some incentive to do it like an increase in production when adding second resources

Woffin
01-04-2007, 07:27 PM
It'd be the same as just any other secondary resource really. It'd just add a bit more depth to the universe and give the player some measly trade runs to get them started at the beginning.

Another idea: how about radioactive waste as a secondary product at PPC (or other lasers) fabs? There could also be a new station made called a "Recycling Facility" which takes in radioactive waste and turns it into energy cells (but obviously it would require a massive amount of rescources for production otherwise it would seriously outbalance a standard SPP that requires crystals).

Legartius
01-04-2007, 10:26 PM
If anything, it should produce faster than an SPP, or not use crystals: Afterall, SPPs get their energy for free

Seraven
22-04-2007, 08:05 PM
iirc the software signiture scrambler covers illegal wares from scans, I know it covers the system overide software, but I could of sworn it's cover my smuggling many time :P :D

Drial
23-04-2007, 03:47 AM
Illegal ware inhibiter not really possible, but had already been thinking of a smugglers cargo bay that would be able to hold illegal wares without detection

Sorry if it's already been said, and I'm by NO means a programmer, but races already attack you for having scanner without a license, don't they?

So maybe a "license" for illegal goods. Just rename the license "inhibitor".

Then again, this might be hard code and I might be sounding stupid. :P

darkson02
23-04-2007, 01:21 PM
i believe it only covers the overide softwear, But I could be worng. I rember reading it in a post from egosoft but cant find it on their forums 8)

daeMon
26-04-2007, 04:28 PM
It would be great if there were a software which scans the asteroids in range automatically so there would be no boring manual scanning anymore.

What do you think about it?

PS: Are you able to improve the interface?

Proto
26-04-2007, 05:37 PM
There's already a script that does that:

- http://forum.egosoft.com/viewtopic.php?t=109093 -

And befor other "new" ideas are posted I it's probably better to consult this page:

- http://forum.egosoft.com/viewtopic.php?t=96340 -

daeMon
26-04-2007, 07:42 PM
Thanks for these links!

If there is already a script: Would it be possible to integrate it?

Syklon
26-04-2007, 09:02 PM
Our policy is to leave external scripts external unless it proves extremely vital for XTM gameplay, that way we don't have to worry about supporting and updating it within our own build, and those people that don't want it don't have to have it while those that do want it can easily get it from the ES forums.

Tikanderoga
06-06-2007, 10:24 AM
How about a "System Override Software Mk2", that is "legal" but very costy, like 10 mio.. the cheap version is the illegal one, for 600k.

Nameless
06-06-2007, 03:39 PM
There's one that is legal made by Cycrow, but it costs only 6 million :lol:

here's the link:
http://forum.egosoft.com/viewtopic.php?t=112957

Monster1
06-06-2007, 03:59 PM
Or how about you just use the Otas capture Frigate and do it the hard way...

Or you can shoot the ships untill they bail, there is a really good thread on this in the Egosoft forum on stratgy's for doing just that... And from expierence it works very well.!.

Or if not I think a probability percentage of override should be included in the software like 10% to capture an unarmed Freighter 2% on captureing a Fighter and >1% on capturing a Cap ship M7+ with something like a 60-90% chance the crew will revolt and retake the ship and jump to protected space...

I know being a Pitrate is hard to play at first, but if you wanted the easy way you would have chosen a different start?..

Xpress
10-06-2007, 10:51 PM
I'd like to add in the Idea of energy grid tuning. I often find that if I even use just two APACs on my Buzzard, it totally eats my power supply. Why not have some sort of tuning that would allow you...

al_main
11-06-2007, 12:21 AM
Weapons energy cant be effected by script.

I believe the NPC's fire with slightly longer delays between bullets / not continuously which saves some energy.

Xpress
11-06-2007, 12:23 AM
Darn. What about weapons? Converting existing weapons you own into a 'Tuned' BIRE or something like that?

KaZuma
11-06-2007, 12:52 AM
Darn. What about weapons? Converting existing weapons you own into a 'Tuned' BIRE or something like that?

Thats a possibility, but I'm just wondering if we're hitting some sort of upper limit with weapons, because IIRC, there is a hardcoded limit I read about on the egosoft forum in my lurky days..

Jams
11-06-2007, 01:16 AM
The hard-limit is possibly 32: http://forum.egosoft.com/viewtopic.php?t=129895

Mokonzi
11-06-2007, 04:21 AM
It is 32, hence why there aren't a lot more new weapons in XTM...

You should have seen the plans we had till we realised we couldn't go much further...

Xpress
11-06-2007, 04:29 AM
It is 32, hence why there aren't a lot more new weapons in XTM...

You should have seen the plans we had till we realised we couldn't go much further... :cry: How sad, why limit the numbers of guns? Damn you ego, being all unpredictable..
Egosoft baka ne!
XPress

Mokonzi
11-06-2007, 04:30 AM
There's a number of such limitations. I guess it's to do with the hardcoding involved in larger numbers.

KaZuma
11-06-2007, 12:05 PM
There's a number of such limitations. I guess it's to do with the hardcoding involved in larger numbers.

One of the lesser reasons why I've always wondered why Egosoft has not released a proper SDK for X2 or X3, not even X1/Xtension...

Mori
25-06-2007, 08:47 PM
Some kind of thing you can buy off Otas corp that repairs your hull, but requires some kind of expensive ware to function that get consumed (maybe nanobots or something?)

NovaCatt
30-06-2007, 02:38 PM
Hiya Peeps, :wave:

Sorry For Possibly Resurrecting A Dead Thread(:oops:), I Know The .7 Mod & Patch has Already Been Released, But Been Reading This Thread With Some Interest..... :roll: :wink:
So I Thought I'd Jump On The Band Wagon RE: "Smuggler's Hold"...
Not Sure If Anybody Here Knows Of It, But, There Was A Game Released In The Early '90's Called 'Wing Commander : Privateer' & In It, If You Had Done A Coupla Nerve Wracking Smuggling Runs For 1 Of The "Plot"(For Want Of A Better Term...) Fixer/NPC's You Were Given A Smugglers Hold, Which They Built Into Your Ship's Hull, That Could Carry 20 Spaces Of Cargo, Be It Drugs,Booze,Porno's,Whatever..., Without It Ever Getting Scanned & Discovered... {Not That I Would Know Anything About Carting Nearly 250 Cargo Spaces Worth Of Highly Illegal Drugs Every Chance I Got.... (Big Profitsssssssss) :roll: :angel:}
If Something Like This COULD Be Developed, I For 1 Would Definitely Luv To Get My Greedy Little Paws On It..... :evil:

Cheers & Thranx

Mokonzi
01-07-2007, 05:51 AM
I'm sure I saw that on a development list somewhere for XTM, but it's not made it yet. I'd second the idea. Would be a nice addition to a ships capability :)

Semperphi
12-07-2007, 05:23 PM
Auto Eject System "On death" $1 Mill+

Nothing worse than jumping into a dog fight, clip wing tips. >:( And your dead!

:think: when did I last save? :o Oh ya, Yesterday! :furious:

With the Auto Eject System you now have the option of, Your money or your life. Ie: loseing the ship and continuing to play or losing a couple of hrs of game play. This would be used for somone with large fleets in mind. Sort of a very expensive life insurance.

I looked around other forums, Didn't see anyting like this.

Also, I know that the Xuniverse is very hard on UT's. Mount this on them. When the UT is destroyed, he could send out an SOS. You jump in scoop up your lvl 20+ piot put him in another ship. Hopfully before the other guy does :mrgreen:

Nanaki
16-07-2007, 03:45 AM
Some kind of thing you can buy off Otas corp that repairs your hull, but requires some kind of expensive ware to function that get consumed (maybe nanobots or something?)


What suprizes me is that Otas built in the hull repair on just two ships, and havent tried to bottle up that regen into a 'Regeneration Device' and sell it. They would probably make a lot more money, especially since I dont want to spend the money on an Otas ship just for the regen.

Why doesnt Otas get into wares production anyway? They would probably get filthy rich selling stand-alone 'special devices' for ships such as a Regeneration device.

Perhaps a generic 'Automated Hull Repair' that doesnt require resources or anything. When you equip it to a ship, it applies a regeneration rate depending on the size of your ship.


Hiya Peeps, :wave:

Sorry For Possibly Resurrecting A Dead Thread(:oops:), I Know The .7 Mod & Patch has Already Been Released, But Been Reading This Thread With Some Interest..... :roll: :wink:
So I Thought I'd Jump On The Band Wagon RE: "Smuggler's Hold"...
Not Sure If Anybody Here Knows Of It, But, There Was A Game Released In The Early '90's Called 'Wing Commander : Privateer' & In It, If You Had Done A Coupla Nerve Wracking Smuggling Runs For 1 Of The "Plot"(For Want Of A Better Term...) Fixer/NPC's You Were Given A Smugglers Hold, Which They Built Into Your Ship's Hull, That Could Carry 20 Spaces Of Cargo, Be It Drugs,Booze,Porno's,Whatever..., Without It Ever Getting Scanned & Discovered... {Not That I Would Know Anything About Carting Nearly 250 Cargo Spaces Worth Of Highly Illegal Drugs Every Chance I Got.... (Big Profitsssssssss) :roll: :angel:}
If Something Like This COULD Be Developed, I For 1 Would Definitely Luv To Get My Greedy Little Paws On It..... :evil:

Cheers & Thranx

...You just opened yourself up to a large number of jokes involving Nova Cats and Drugs.

fredmxm354
02-08-2007, 07:07 AM
How about this... <br />
<br />
<br />
<br />
A recent development from the Argon R&amp;D labs is the Burst Energy Generator the purpose of this device is to give you a temporary boost to your shield recharge rate, which...

Neener
20-09-2007, 04:42 PM
Some kind of thing you can buy off Otas corp that repairs your hull, but requires some kind of expensive ware to function that get consumed (maybe nanobots or something?)


What suprizes me is that Otas built in the hull repair on just two ships, and havent tried to bottle up that regen into a 'Regeneration Device' and sell it. They would probably make a lot more money, especially since I dont want to spend the money on an Otas ship just for the regen.

Why doesnt Otas get into wares production anyway? They would probably get filthy rich selling stand-alone 'special devices' for ships such as a Regeneration device.

Perhaps a generic 'Automated Hull Repair' that doesnt require resources or anything. When you equip it to a ship, it applies a regeneration rate depending on the size of your ship.

Cycrow already has the nanobots option that will repir a ship up to 80% but does have a limit on it. I am pretty sure that any ship in the X-verse can use it too.

ikalugin
20-09-2007, 05:12 PM
could somebody make a huperspace catapult which jumps to a random friendly shipwright when your ship has 2 % of hull

Almokhtaar
24-12-2007, 03:28 PM
Chiroptera Homing Missiles:

Overview: a new generation of missiles created & adopted by the Split with a devastating fire power & fully manual control & of course a very high cost. It can be bought from any Split Equipment Dock or from any Chiroptera Factory.

Description: Actually, this missile is more like a small fighter with great maneuverability & speed. It contains built-In cameras which allows users to fully control it & use their own evading tactics to run through the anti-missile fire & to hit a precise spot. Additionally, the Chiroptera can be fully automatic if necessary especially if you want to launch few of them at once.

Additional Fancy Details: The Chiroptera "automatic mode" can be more smart if it is updated with Fight Command software MK1 & Mk2, and even more sophisticated & almost unbeatable if equipped with the following:
- Duplex & Triplex Scanner & an advanced Satelite
- Ecliptic Projector
- Video Enhancement Goggles
- Boost Extension

That's all I can think of for the moment. :lol: I'm excited to hear the good news :grin:

silverdragon
28-12-2007, 12:51 AM
different kinds of mines for the mine laying ship, say small inexpencive smart mines that attack anything u have set to enemy and a more powerful but very costly one for anti-capital ship

silverdragon
28-12-2007, 12:59 AM
Auto Eject System "On death" $1 Mill+

Nothing worse than jumping into a dog fight, clip wing tips. >:( And your dead!

:think: when did I last save? :o Oh ya, Yesterday! :furious:

With the Auto Eject System you now have the option of, Your money or your life. Ie: loseing the ship and continuing to play or losing a couple of hrs of game play. This would be used for somone with large fleets in mind. Sort of a very expensive life insurance.

I looked around other forums, Didn't see anyting like this.

Also, I know that the Xuniverse is very hard on UT's. Mount this on them. When the UT is destroyed, he could send out an SOS. You jump in scoop up your lvl 20+ piot put him in another ship. Hopfully before the other guy does :mrgreen:

or maby make a very fast escape pod that u can buy for that ship where u set a home base and if the ship is at say 10% hull pilot will move into pod and run away at light speed :P

NovaCatt
28-12-2007, 01:09 AM
Hiya Peeps, :wave:

Hmm....
The Last Two (2) Ideas Sound Good To Me!!

@ Almokhtaar.....
I Really Like The Idea Of A New Missile...... However, Just To Be Fair About It & This Is Only A Suggestion, But Maybe Make It A Cap. Ship Class Missile Only? Maybe Size "L" Cargo & Nothing Smaller Then An M6 Can Mount It Due To The Complexity Of The "Bunker" Used For Storing It In? As I Said, It's Only A Suggestion & You've Probably Got Everything Worked Out About It Already...

@ Silverdragon........
I Also Like The Idea Of New Types Of Mines, It Certainly Make Such Ships As The Teladi Tern Minelayer, Much More Worthwile Having In Your Fleet......

Cheers & Thranx

PS I Liked Both Ideas So Much, I've Rewarded Both Of You With Rep.! O0

Almokhtaar
28-12-2007, 06:56 PM
Hiya Peeps, :wave:

Hmm....
@ Almokhtaar.....
I Really Like The Idea Of A New Missile...... However, Just To Be Fair About It & This Is Only A Suggestion, But Maybe Make It A Cap. Ship Class Missile Only? Maybe Size "L" Cargo & Nothing Smaller Then An M6 Can Mount It Due To The Complexity Of The "Bunker" Used For Storing It In? As I Said, It's Only A Suggestion & You've Probably Got Everything Worked Out About It Already...


You're absolutely right NovaCatt ! and that's how it should be ;)O0

anyone is welcome to develop this idea, & I hope to see it in the next version :grin:

:idea: did anyone mention "SNIPER" or "SNIPING" before ... just flashed 2 my mind now :think:

bdroc
23-01-2008, 01:44 AM
idk if this counts as a ware, but satellites that have scriptable writing, spawned to advertise Terracorp, Industritech, Delaxcorp, etc, and your own stations. or ships that have tractor beams pulling them along across the sky. no practical purpose other than to make the universe more immersive.

masterw3
04-07-2008, 05:10 PM
i played a game a LONG time ago, where you added chips with "conditions" that would cause it to do something in action or reaction ...

and then thought.. it would be nice if you could buy a program extension for your ships (like freighters.. sector and universe traders) that would trigger an action or response due to certain circumstances.

buy them at trading docks and/or equipment docks.
as far as which race for what.. don't know.. maybe universal.. for ease.. or does each race produce different types of programs?

--
Jump from Threat Extension - if ANY enemy vessels are within scanner range.. jump/fly to nearest trading station. WAIT 5 minutes, then resume previous task.

Jump from Attack Extension - If ship takes ANY hits to shields or hull... jump/fly to nearest trading station.WAIT 5 minutes, then resume previous task.

-

Fighter Drone Launch on Attack - if any damage is taken to shields or hull, ship launches 1 fighter drones per enemy in sector, IF it hasn't launched any in past 30 seconds, or no fighter drones left in sector are less than enemies (one gets destroyed) then launch one more drone to replace it.

Fighter Drone Launch on Danger - if 50% damage is taken to shields or hull, ship launches 1 fighter drones per enemy in sector, IF it hasn't launched any in past 30 seconds, or no fighter drones left in sector are less than enemies (one gets destroyed) then launch one more drone to replace it.

(Fighter Drone control note, it is possible to maybe "rank" the enemies.. m5 and m4 launch 1 drone, m3 = 2 drones, m1 and m2 = 5 drones each.. get creative if you want with this one. it has a few possibilities)

--

Trade Resuming - if "could not sell all wares" message is triggered, have the ship wait 30 seconds or 2 minutes, etc... then try to find a new buyer for materials last bought...

Sector Avoidance System - If a sector has a satellite called "AVOID", then do NOT fly into that sector... plot course as if it doesn't exist.
(i doubt you could pull this off, but it would be NICE of there was a way...)

Automated Shipyard Repair System - when the hull is damaged enuf to reduce the ship's speed, the ship will fly to nearest shipyard automatically, repair itself, and either resume it's previous task, or return home.

Station Storage and Parking System - when this extension is installed, and the ship is in it's homebase, it will NOT leave until you, personally, command it to. (they seem to cycle out if there are ships waiting to get in, and can't.. and then the accidents and destruction begin... bummer)

EJECT/DESTROY Illegal Wares System - if the ship finds any illegal wares, it will destroy them IF it has any weapons, if it is carrying any illegal wares in the sector it's in.. it will EJECT them.
-
Pirate Hunting Software - if this software is installed, the ship can be commanded to "Hunt for Pirates" and "Hunt for Pirates, Avoid Pirate Bases"(staying a certain distance away).

Blasteroids - shoots any asteroids that are too small to be factories, but too large to pick up as Ore or Silicon Wafers.


a naming convention.. when i create an army/fleet of ships.. i like to number them Jaguar 1, jaguar 2, etc.. helps me see how many i'm losing in battles..
a way to select a type of ship. and it add the #s to all the ships of that type (jaguars, then i'll do my harriers.. then my novas.. etc) in the sector...


---

i'll trump up more as i think them up.. but having "triggered responses" as systems to be installed, could be very handy in keeping those automated ships, and maybe even others, alive.
feel free to do opposites or other variants...

i don't mind telling the ship to EJECT a plugin/system/software to uninstall it fromthe ship... i would kinda prefer it...

if maybe some or all of these could be installed at any player Trading Station or Equipment Dock for free (like turning on or activating already installed equipment (Special Command Software))

Equipment Protection Extension - they modify the ship to be able to eject all of it's wares and cargo if it is destroyed... when it detects the ship IS going to blow.. it ejects all the cargo, weapons, shields, extension modules, etc...a way to get 50% of your items from the ships back.. .. just a thought..

masterw3
12-07-2008, 08:14 PM
Sector Trader Software MK1 @ $150,000 <br />
- Allows a ship to be given the command for Sector Trading... but NOT Universe Trading.. you must by the Trade Command Software MK3 for that..($500,000)...

Draxis
13-07-2008, 02:44 AM
The laser stuff won't work, that is hardcoded into the fighter and won't change IIRC. Also drones are released automatically, however the ship has to collect them by opening its cargo bay and that would take a while, maybe it could have an option to beam them aboard?

MarioBro
12-08-2008, 10:14 PM
what about an armour extention

based on spilt n teladi nvidium technologie armour plates can be mounted to vital parts of capital ships

space depris scanner extention

split n boron technologie development of scanner able to link-up with all players advanced satalites scan for flying around missiles, space fuel n flies, tell the ship to pick up and deliver at desired destination.

STATION - complex extention

lets put roofs above the heads of all life forms in Xuniverse. a complex consisting of at least a solarpowerplant as a food factory the 'homes' can be mouted on the station. inhabits will be depending on the specific food recource. station produce rent

Jamming device

alternatively to the cargo bay for illigal goods this device jamms all incoming freight scan. police as pirats are no longer able to scan ure goods at all. this should make MK2 n MK3 traders more save since they become less attractive to pirats

shield extention

ships equipped with this compressor as well as carrying energy cells gain higher shield regeneraion rate due loss of energy cells

Atomic bomb

ships equiped with one can be sent into hostile area do massive ranche damadge. only available from pirate station.

Special crew

this would need ships to generaly have a slot with crew members. the crew can be picked up one by one at different random stations (only available once in a while). either pay onetime fee or give them a contract with regular payment. crew members can be like engineers, co-pilots, technicians, computer experts, ect ect, each give a special bonus to the ship. like engineers improve max speed of particular ship, computer experts improve scanner range abit.

yeah i think those are my best ideas for now

Darkempire
14-09-2008, 07:05 PM
reinforcments softwere comands-
used to call an indvidual ship or groups of your ship you preset from another sector to jump to your position within seconds using a point to point jumpdrive

freighter backup
if you have an number of freighters with this softwere set up, when attacked it could call on a ship or ships to jump in and defend it. you could have one group covering mutipul freighters saving you credits and the pain of doing it yourself every 5 minits when those pesky pirated come

Back up
in large scale combat situations if your wondering with your personal boat but find your self in at the deep end or deside this mission neededs more firepower. the software would call those extra patrol ships you have elsewere who can come in and lend a hand

use it in two pronged attack
your forces are divided into 2 or 3 fleets each fighting the enemys in difftent areas of the same sector you might find one of your fleets is doing ok on its own but the other is starting to weaken you can then call your reserves to jump in and reinforce the weaker force

Gorrila tactics
sending in a super fast scout with this software into the enemy sector flying to the undefended station or to the weakist poistion it could call in your huge taskforce and boom cut you enemy off at the nees

Ambush (for true pirates)
require bait a item to drop that looks irisistable to your prey,
a fake distress call beakon? set it to a certen race's
crate of valuble cargo?
a fake abandond ship? rig it with a few proximity mines

the prey comes in for a closer look and when within range in jumps your fleet SUPRISE

pirate trade comand softwere
using your cartel shield cargo stealing device spun on its head!
plant cargo into the target ship instead of out of the target ship.

Controband drop
watch as an inocent freighter gets into trouble with the local police because you sneeeked some ilegal cargo into his cargo bay

better yet you use your police licence and freight scanner and after planting the ilegal stuff on there ship catch them out on it! and clame the reward or the ship

Boom Box
this were is exspencive and ilegal but definetly fun. plant this little box of fireworks abord the target ship! the station it next docks to will cause the boom box to detonate and destroy or damage the station
could be usful if you want to take out the rival station with out incouring bad rep

Gas box
used for assults on larger ships this ileagal contaner once beemed about a oponant ship will send all the crew to sleep, the ship must be decontaminated befor use so you havto wate 2 minute and then clame the ship the crew are then turned to slaves

stow away softwere
telaport specificaly trained opratives abord the target ships in order to cause all kinds of pofit damaging to them
each race having there own unique type of oprative

Saboutour
destroys spesific or random weres abord ship, guns, engines upgrades, shields, or destrys cargo

Thief
steals 10% of the profit gaied each turn
or steals credits lump sum

Agent
see what the ships radar can see finds out the ships destination and home base

Hacker
plants a computor virus that disables wepons shield or jumpdrive's can cause the ship to eject all the cargo forcing the ship to stop and pick it all up

infiltration prevention softwere
able to detect and remove stowaways and box's that shouldent be abort by beaming them or it into space

Please edit your previous post rather than double post, thanks, Quasar