Piggybacking Fighters

Ideas?

Okay, so I've got this idea to make a fighter be able to Phase Jump, without making it a frigate.

The way it works is that a ship spawns a squad. The squad therefore has no squad host. The expiryTime for the ability is set as -1, and to ensure that the squad doesn't expire, an extremely slow decay rate is used (like say 0.000001, or even just 0.000000). The squad has an ability on it that magnetizes the squad to a friendly frigate (and/or a capitalship). The frigate then Phase Jumps, carrying the magnetized fighters with it.

Thoughts on if it could work?

5,936 views 12 replies
Reply #1 Top

I....don't know.

You could certainly try it!

 

I'd LOVE to hear the results

...could be usefull in a Howeworld mod.

Reply #2 Top

or in a a different mod. hehehe.

Reply #3 Top

IIRC, a squad can only have AoE abilities.

 

:fox:

Reply #4 Top

well, AoE abilities can have a target limit.

Reply #5 Top

What if it target the wrong one? Such as a passing scout. Or have fighters you don't want attached and some you do?

 

:fox:

Reply #6 Top

well, the idea is that the squad is maneuvered to a 'booster'. The 'piggyback' ability has an EXTREMELY small range, so you have to get VERY close to something to magnetize to it. It would only target friendly frigates.

The booster would have a couple of abilities, mainly related to making it go REALLY FAST in Phase Space, so it would have a VERY fast drive charge up, and a VERY fast jump speed.

Reply #7 Top

You could also use my Notorious "AND" logic gate, so it only attaches to the booster.

 

Keep in mind though, the physics of "Magnatize"

Magnatize ATTRACTS certain targets, so you'd have to actully have the magnatize Buff (which could be applied by the fighters...) on the Booster, and it attracks fighters, with no damage when the two collide.

Plus I don't know how magnatize acts in phase Space...

 

Shadow Mastiff had an idea, (I don't think it will work) is too use use the Repulse Ability "ApplyForceFromSpawner" and set the force to negitive.

But I don't think the sins engine likes negitive forces.

 

HERE is an idea!!

One of the vassari cruisers has a teleport ability.

USE THAT!!

Have the fighters CONTINUALLY teleport to their target. (use a Periodic Buff, with time set to like 0.1)

Reply #8 Top

For the record, negative numbers work fine for "ApplyForceFromSpawner", I used it whilst making a Black hole. Though I'm not sure it would suit this particular purpose.

Reply #9 Top

:)  Very very very very COOL idea Whiskey!!!  A Modder after my own heart!!  :)  Haha, keep the ideas coming, and try it out!!!  would love to hear it works!!!  :)

-Teal

 

 

Reply #10 Top

Thought:  Can you make them jump by themselves?  Hmmmmm.......

-Teal

 

 

Reply #11 Top

making them jump by them selves is the same problem of making Starbases jump.

 

So negitive forces do work?

That is good do know...so shadow wasn't insane...

Reply #12 Top

well, I made an inverse of Repulse that I called Singularity Field. I haven't had the chance to use it yet; well, I did it once, and an Advent Seeker sped towards the waiting guns of my AAC-II Frame. hehehe.

The only way I know of to make the fighters be able to jump on their own is make them frigates.

Also, anyone have any ideas on making the systems more 'open', so that I can have my ships cruise 'tween the wells?