Akaito/reassembly-ai-mod-example

Homing & Gravitic Plasma Projectiles

Arcyriea asked for this feature over 1 year ago — 10 comments

Arcyriea commented over 1 year ago

Posted Concept

By: Arcyriea

Posted on: from 2018, the date I had forgotten, on Reassembly Feathub.

Hint: This idea makes it so we can add some sort of gravitic fields to the projectiles so that they can magnetizing ships down when they are off the trajectory spread angle, or sucking the ships toward the bullets.


Add homing capability prefixes that determine the range of attraction and how much force which the bullets get pulled to any nearest enemy ship in range of magnetism

"attraction=HOMING/GRAVITIC/VORTEX"

  • "HOMING": mean the projectile does not pull ships into it but still fling itself to the nearest enemy ships

  • "GRAVITIC": the projectile with this prefix will actually pull every enemy ships into it like a black hole, but does not home on any targets, however, ships could still be able to escape if the Force value is weaker than their thrusters.

  • "VORTEX": Homing into ships while pulling them into itself at the same time

"attractionForce=x": How strong is the force of the magnetism, this will affect how fast the projectiles will chase enemy ships or how much force ships being pulled to the projectile

"attractionRadius=y": Radius of magnetic field

If these are applied to the weapon, the projectile will change the shape of it sprite to something that appears as a round ball of plasma (like "O").


Alternative Concepts

By: Randomnumbers

Posted on: 06/10/2019 at Reassembly Discord

Hint: This idea is based on how the current implementation of frags projectiles weapon works right now. It still does not cover with the black-hole projectile ideal written above. Basically it uses the "spread" angle to change the direction of the projectiles to head toward enemy ships, might be through multiple fragmentation layers too.


pattern=TARGET, PD

projectile turns towards the ship's target or nearest enemy respectively on spawning with spread=x angle deviation

Integrates with other patterns but now instead of relative to the parent's orientation, existing patterns are relative to the orientation of the child projectile after the turning step from TARGET or PD

pattern=LIMIT

Integrates with TARGET or PD, prevents the projectile from turning at angles greater than spread= radians, but will still attempt to turn at a maximum angle towards the target. Overrides random spread so now projectiles have pinpoint accuracy on rotations regardless of spread.

| Arcyriea commented over 1 year ago

This work similar to the tractor features of the LASER weapon type, I think

Draxiss314 commented over 1 year ago

Isn't this a duplicate of the magnetic plasma suggestion?

Draxiss314 commented over 1 year ago

Nevermind, I can't find the magnetic plasma suggestion. Soooo . . . there we go.

| Iridius1 commented over 1 year ago

This IS the magnetic plasma suggestion iirc.

Owlfeathers commented over 1 year ago

I agree with the general concept of this suggestion, but I think the suggested implementation is overly complicated. I'd suggest just having two fields: attractionForce and attractionRange, both of which default to 0. These would function exactly as if there were a turreted tractor laser with the specified force and range attached to the projectile.

| Arcyriea commented over 1 year ago

I was thinking about implementing some sort of gravity field if the projectile uses GRAVITY prefix that pull other ships into it but does not affect its trajectory, or enable an invisible tractor beam inside the projectile that pull itself toward any nearest ship in range if it uses the HOMING prefix, VORTEX just enables both the gravity field and the invisible tractor-like system

| Arcyriea commented over 1 year ago

also this "tractor" will just pull the projectile toword the ship but not pulling ships off its trajectory of travel

| ConsiderTheFollowing commented about 1 year ago

this would be really cool, +1

| Arcyriea commented about 2 months ago

Alternative:

Randomnumbers06/10/2019 alright lads im woke af right now pattern=TARGET, PD projectile turns towards ship's target or nearest enemy respectively on spawning with spread=x angle deviation integrates with other patterns but now instead of relative to the parent's orientation, existing patterns are relative to the orientation of the child projectile after the turning step from TARGET or PD pattern=LIMIT integrates with TARGET or PD, prevents the projectile from turning at angles greater then spread= radians, but will still attempt to turn at maximum angle towards target. Overrides random spead so now projectiles have pinpoint accuracy on rotations regardless of spread.

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