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All in favour
Yea 77%  77%  [ 10 ]
Nay 23%  23%  [ 3 ]
Total votes : 13

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Post Re: Gunner 2: The Return of the Topic
Battlecruiser23 wrote:
I suggested Rail Guns before. AEM attempted to troll me on the matter and said they're impossible with current code. I laid out how they'd work with current code, and AEM has only made one post(the I came back post) since.

I'ma make a full pretty topic. Be prepared for The Great Wall of Churchill to be extended.


I'm fairly sure that I suggested Rail Guns. I'm also fairly sure that I didn't "attempt to troll you". Actually, I spent over 15 hrs attempting to get rail guns to work with the resources available to me in C1 when this topic was first made. Rail guns are/were difficult to get to work due to bullet speed and/or using laser mechanics due to impact being limited to bullets, and at the time, Olympus was a top priority. Likewise, charging weapons weren't possible then: with the code surrounding sniper's analysis, there might be some interesting cross over. Suffice to say: if you're not writing the code, and you don't have access to it, you're spouting pixie dust.

As we seem to be re-writing history, I'll keep it factual: I helped add all the original Gunner stuff (Jeff & John did the coding & the concept of missiles as disposable hulls), and I designed all the production BPs / factories, launchers, size/weight mechanics, crates and content surrounding them, as well as Hyperion, so I'm fairly "ok" with the gunner class & getting it to work.

Gunner is top of my list after lowbie content, helping with special items & some (hopefully) new stuff that uses Jeff's new drop + capping code (and fixing things... Paxian missions are now completed + fixed for next patch: Hint: they're live on test).

Stuff we're thinking about:

*Weapons: Gunners currently stop at Excomms for HFs until T20, at which point they might use Zebra Spitters or Mzungu Warfares. Obviously, there's room for class locked weapons.
*Rail guns: we'll see if it is doable.
*Missiles: still stuck at T17 for mass producible consumption, barring Red Photon content. There's room for a lot more here.
*Range / Role / Debuffing: we're well aware that Gunners simply aren't used for Olympus and other top end content.
*Capital ships: we're aware that Zeus Throne isn't used and that Dreadnaughts suffer from requiring a ShM to be viable, and Zerkers are much more useful if a ShM is available.


p.s. There's some smattering of small crumbs in the next patch, or uni restart, for Capital users just for starters.


Last edited by Aurora Ex Machina on Fri Jan 20, 2012 8:28 pm, edited 2 times in total.

Fri Jan 20, 2012 8:00 pm
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Post Re: Gunner 2: The Return of the Topic
uni restart? that means items (from ai base purchasing) or bases being added to the universe iirc since they can't be manually patched in?

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Fri Jan 20, 2012 8:03 pm
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Post Re: Gunner 2: The Return of the Topic
Asmodeaan wrote:
uni restart? that means items (from ai base purchasing) or bases being added to the universe iirc since they can't be manually patched in?



We'll probably add them manually, depending on time constraints.


Fri Jan 20, 2012 8:08 pm
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Post Re: Gunner 2: The Return of the Topic
WHERE HAVE YOU BEEN?!

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Fri Jan 20, 2012 8:44 pm
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Post Re: Gunner 2: The Return of the Topic
I suggested Rail Guns, and a female Dev that called herself very in tune with Gunner said impossible and kept saying impossible, until...

...I said, a gun with small bullet size, very high if not full tracking as a turret, very little if any bullet tracking(arcs), and very high projectile speeds(faster than projectiles + sniper).

Said Dev shut up.

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Fri Jan 20, 2012 9:10 pm
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Post Re: Gunner 2: The Return of the Topic
Maybe they just started ignoring you, because you don't have any idea what you're talking about, and you made that very clear?

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ALL HAIL CYG THE MESSIAH!


Sat Jan 21, 2012 12:26 am
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Post Re: Gunner 2: The Return of the Topic
Cygnus wrote:
Maybe they just started ignoring you, because you don't have any idea what you're talking about, and you made that very clear?

Actually, Church did describe a railgun quite well.

Railguns consist of a solid projectile that is sped up by magnetic forces along a pet of rail to achieve great velocity. A railgun today can speed up a 7 pound projectile to 5,400 miles per hour.

So yes, it would be a fast moving projectile with low tracking and at least decent range, much like a Veneration Cylinder.

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Sat Jan 21, 2012 12:46 am
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Post Re: Gunner 2: The Return of the Topic
Griffin wrote:
Cygnus wrote:
Maybe they just started ignoring you, because you don't have any idea what you're talking about, and you made that very clear?

Actually, Church did describe a railgun quite well.

Railguns consist of a solid projectile that is sped up by magnetic forces along a pet of rail to achieve great velocity. A railgun today can speed up a 7 pound projectile to 5,400 miles per hour.

So yes, it would be a fast moving projectile with low tracking and at least decent range, much like a Veneration Cylinder.



Bravo, you can google things

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Sat Jan 21, 2012 12:52 am
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Post Re: Gunner 2: The Return of the Topic
I googled the statistics, but if someone doesn't know what a railgun is and has to have someone explain it to them...

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Sat Jan 21, 2012 8:56 am
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Post Re: Gunner 2: The Return of the Topic
Nah, didn't really mean that, I more was talking about the coding side of things. Throughout all my stupid suggestions I've oft found that things I thought were literally seconds to do actually took days.

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Sat Jan 21, 2012 12:09 pm
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Post Re: Gunner 2: The Return of the Topic
Magcannon Turret takes days to code when it already exists?

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Sat Jan 21, 2012 12:43 pm
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Post Re: Gunner 2: The Return of the Topic
Magcannon turret is TERRIBLY coded. Seriously, it's awful. There is absolutely no way we could use the same template to make another weapon, it just wouldn't work.

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Sat Jan 21, 2012 1:49 pm
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Post Re: Gunner 2: The Return of the Topic
Battlecruiser23 wrote:
Magcannon Turret takes days to code when it already exists?


I'm afraid you've no idea how it works.


36.7 3 MagCannon Turret No aim required mag 65.9 0.56 69 1,050 500 Uncommon Small 428,000 15,000 15 123 0 4000 energy 2 16 0.1 334 2000 20 0xffddb22b 20 4 300 0.2 0xffffffff 0x00ddb22b 0 0 1 366 exotic-specialized none missileshotgun 217


164.2 20 Mercurian MagCannon Mercurian Technology mag 223.4 0.74 268 1,200 900 Very Very Expensive Hard Build Heavy Small 3,865,918,000 394,000 197 364 0 7500 energy 2 35 0.0004 434 2000 22 0xFFD03C02 12 4 160 0.2 0xffD03C02 0xff5B02CA 0 0 1 1642 exotic-specialized none missileshotgun 268



A magcannon "turret" isn't a turret at all. It is a forward firing missileshotgun which inherits 0 velocity, but has extremely high turning (0.1, compared to all other missileshotguns that have 0.000x) and a high tracking level. So, essentially, it is a magcannon that starts at 0 speed, and turns so fast you don't notice it as it tracks its target - visibly it "appears" to shoot at a direction, but it doesn't do this at all.

The first thing I attempted (because, you know, I'm not dumb) was a copy/paste but with a faster bullet speed, thus leading to my observations about "missing and then repeating with hilarious results".


And that will be the last time we discuss code.


Sat Jan 21, 2012 2:36 pm
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Post Re: Gunner 2: The Return of the Topic
Then do that for Rail Guns? If the code exists and mimics near exact what the suggestion was, why does it get scrapped and the devs work day and night until the next client .0 is finished?

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Sat Jan 21, 2012 4:18 pm
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Post Re: Gunner 2: The Return of the Topic
You know, we could probably just settle for low tracking, high speed torpedoes. Since they are really just about the same.

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