Thu Aug 31, 2006 7:33 am by Preacher0815
What I need this for? Well, I have to reach out a bit...
My Advanced Player Loot Mod has one final issue I just can't seem to fix, until recently. Problem is that when a player is killed in PVP, sometimes the ammo he had onboard is dropped while at the same time being kept onboard that players ship; in other words: ammo is doubled. I do want players to keep their ammo, however doubling the ammo is something I do not want.
I had posted about this a bit earlier, where a suggestion was made to beam up that unwanted cargo by NPC ships. Problem with that is that after an intense fight, there might not be any NPCs around to scoop up stuff. Another problem is that in space between planets / stations, there might just not be any NPCs at all. A perfect situation for bugusing players to become rich quickly. Load up the ship with 25 cannonballs, get killed, launch, tractor in the dropped cannonballs which are added to the remaining 25 cannonballs (now 50 in cargohold), sell 25, repeat and get rich quickly.
To fix this, I found a possible solution which I'm trying to explore now. This solution is to have a player constantly being attacked by a station. This station is loaded with one missile launcher, which rotates very very quickly and can aim in any direction. The missiles in turn have a lifetime of almost zero, to make sure as little CPU power as possible is needed. They don't have to reach their target to fulfill their purpose. After their destruction, the missiles create a very very low damaging effect (damage = 0.000001), which has a radius of 80k (another cap, but I'm ok with that). This would ensure several things:
- only works on unwanted loot which health has been decreased to 0.000001
- always works on unwanted loot
- not having a noticeable health degrading effect on everything else, including ships with lowered shields
- I would need just 9 (3x3) or 16 (4x4) of those stations to cover a whole system
- players aren't distracted by unneccessary "incoming missile" alerts
- NPC ships don't notice
- won't have a noticeable effect on the cargo containers of depots
Having normal player loot enabled isn't lots of fun, because players always drop ther bats & bots and ammo, too, in addition to unmounted equipment and cargo. That's why it isn't used by most of the servers. With the Advanced Player Loot Mod, players will keep their bats, bots and ammo, while everything else is dropped for others (or themselves, if they're quick enough) to pick up.
This allows for a new level of player <-> player interaction. Cargo / banking ships (where players and clans store their guns for later distribution) can now be destroyed not only for the loss of their owner, but for the gain of the attacker as well. New event types are possible, too. We had a couple of extremely fun to play FL Rugby sessions, too, where the goal was to get a modified nomad energy cell (indestructible) to the opponent's base.
For all this to work, you don't even need a clientside mod, since it's all serverside.
PS:
@ w0dk4
If you're reading this, do you think it's possible to have FLHook automatically announce which player picked up a certain item? Maybe with manually adjustable delay between FLHook "seeing" the item being picked up and the actual announce?
Edited by - Preacher0815 on 8/31/2006 8:47:29 AM