Spess battles and if you can use the code/peruse it

Generic, on-topic discussion about Colonial Marines.
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Lucius Jones
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Spess battles and if you can use the code/peruse it

Post by Lucius Jones » 08 Oct 2017, 02:23

It was suggested I post to the forums, just in case someone would actually find it useful. I will keep it brief as possible. I don't think it's advertisement due to how the server doesn't even exist anymore, and probably wont?
Started a server a while ago, didn't have enough time for it once college ramped up.
The person who coded it gave me the code to do whatever with, and since I enjoy playing CM and the Alamo has a large amount of weapons that aren't used or just are there for RP purposes, thought they could actually be replaced and used with something for special Alamo v other ship events.

The code was made for ship vs ship combat, and since I've been a part of a few Marines vs Ruskie events, I thought it'd be cool if that was possible via ships.

This code, if you wanted it, would allow you to do Alamo vs other ships. There are already 4 ships and 2 stations fully mapped within the code, and boarding is possible though not really large scale as you have to fire marines from the cannons. Might require a bit of tweaking for that, but nowhere near as much if it was coded from scratch. It would allow an entire new game mode, enjoyable too since you'd have to slowly breach and clear a ship. With the enemies defending the bridge while they shoot at each other on the overmap, plus the Alamo is actually really well made for this type of combat as it has thick armour and everything. I thought it'd be a nice touch, if possible.

It's literally just flying ships around on an overmap and blasting the hell out of each other, put very simply. 4 ships and 2 stations (all very large) move smoothly with minimal lag. I did make a reddit post about this yonks ago, code works fine barring a few small things. Ran smoothly with 30 pop we got a few times, and would actually merge smoothly with lore etc, intercepted on course to LV-64 or something. Wake to blaring red alarms, arming missiles and getting engaged by another ship and rushing to drop pods/ships.
Thoughts? I'm really bad at presenting ideas generally, Formatting them too, I just thought the concept sounded good.
Last edited by Lucius Jones on 08 Oct 2017, 08:28, edited 3 times in total.
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also weekend combat queen, as well as a conga crusher too.
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Re: Spess battles and if you can use the code/peruse it

Post by Lucius Jones » 08 Oct 2017, 02:31

a few pictures of some of the ships. The NMS aphrodite https://cdn.discordapp.com/attachments/ ... nknown.png
the 'Big Brakka' http://i.imgur.com/WfZXbE5.png?1

A more in-depth viewing of it, if old it has some more details. https://www.reddit.com/r/SS13/comments/ ... stom_ss13/
of the original post for it.
Last edited by Lucius Jones on 08 Oct 2017, 08:24, edited 2 times in total.
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Self proclaimed god tier crusher, just under the main man Tor
also weekend combat queen, as well as a conga crusher too.
https://gyazo.com/02c20e267ab4c559d053ee77587b7708

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Re: Spess battles and if you can use the code/peruse it

Post by Lucius Jones » 08 Oct 2017, 02:43

for people who want some more details of some of the mechanics, this is the first 60% of the book or so.
found Frontier 101 Penned by Corporal Jenkins. - General outline of what is needed for a ship/how complicated you can get. Copy and pasted from in game book.
Frontier 101 Hoorah, welcome to the miitary rookie. Read this and you might just live long enough to get paid.
Main Guidelines: Your objective is to destroy the enemy cores while protecting your own! Conserve power wherever possible! Never be inactive! There's always something that needs doing!
Weaponry Weaponry is what you'll use to blast the enemy out of the sky, or atleast cripple them to finish the job later. There are many kinds of weapons available to an able solider, each with different benefits and downsides. Missiles
Missiles are your go-to weapon of choice against any opponent, no matter their size. Whilst they are somewhat slow, they'll punch a sizeable hole in the enemy armour.
Firing: To fire a missile, you must first find the targeting computer and man it yourself or get a teammate to man it. A firing computer usually won't be out of vision range from it's tube, so if you find a firing tube (they're mostly at the front) then you should find the linked computer.
Once you have found the firing console, you must selected a target. If it says 0 targets found, you are not within range of an enemy ship and weapons are not needed. If however you get a list of targets, once you select one it will bring you to a patch of space - there, you must navigate (often to the left) until you see the enemy ship.
Once there, you must choose a firing pattern, of which there are five: Carefully Aimed: This firing mode is guaranteed to hit and does not jam the tube, however it takes longer to aim. Frontal Assault: This is the default method, with a low miss chance, low jamming chance and standard aiming time. Flanking Shot: This is the risky firing method. It fires from a random direction around the enemy ship, has a higher jamming chance and longer aiming time. Underhand: The extreme version of flanking. This will attempt to fire at the bottom of the enemy ship, ignoring frontal armour and so forth, but hax a 6x recharge time! Rapid Fire: This mode has 2x chance to jam, but takes half as long to recalibrate!
Simplified version: Access a fire control computer. (They're green!) Select a target ship. (If this is not an option, you're already there) Move the targetting reticule until you see the enemy ship Double click on a target within the enemy ship to fire.
There are some cases where you'll get warnings, such as missile guidance being offline, and you may be unable to shoot, aim or even see. These mean sensors are damaged, and need to be repaired.
Loading Each time a missile is fired, it has to be reloaded! Retrieve the desired missile from a missile rack. Heavy missiles require two people. Pick up the missile with the intent of grabbing it. Try to move the missile in the desired direction. Place the missile on the conveyor belt Turn on the conveyor and wait for the missile to enter the tube.
In the case that a tube jams, you must venture into the firing tube with a screwdriver to repair the damage...
Bombs Bombs are made to be versatile and thus can be fired from the same tube as missiles can, however unlike missiles bombs are able to self-teleport to the target (providing you do not miss). The disadvantage of this design, however, is that bombs are very light weight and so are often used to do damage to crew and systems rather than the ship itself. This can be good if you wish to capture the ship.
Machine Guns Although rarely used in modern combat ships due to their lack of armour penetration, machine guns can still be extremely useful against lightly armoured ships, windows and space-faring crew members. It is fired in much the same way as missiles are, and is loaded in a similar fashion - carry a magazine to the rear of the deck gun, then simply activate the gun and help it load the magazine. This may take some time.
Navigation & Progression Welcome to the arms race, kid. Out here, there's many'a'places filled with precious bounty, rare materials and even strange artifacts, left behind for some odd reason. In order to get the upperhand on your enemy, it is necessary for you to shed your skin of the ship you were provided with initially and upgrade it, such as improving the circuitry, adding more weapons, increasing the armour, or even plain building a new one.
To do this, however, you're going to need minerals. You start with a limited supply of resources, but you're going to need more. To steer and navigate: First, find your Engine Control Consoles, and make sure your engines are powered, fueled, and turned on. Second, find the Helm Control Console. It should be near the front. Engage manual control in order to view the system map. If you see an asteroid or other interesting object around you, find it's coordinates. Then enter the coordinates into autopilot and turn autopilot on.
Otherwise, use the arrows to travel around the system in search of something to loot or mine.
Once you've located an asteroid or other, fly ontop of it and head towards your ship's shuttle, where you can land on it using the console there.
Upgrading Checklist:
Here's a short list of the main things you can do in order to improve your ship,
Increase your ship's armour thickness with plasteel walls. Improve your ship's circuitry Add more power production, so that you can last longer in combat. Add more weaponry, or improve your ship's sensors.
Repairs and Maintenance Repairs are an every day routine for those serving in the frontier. Luckily for you, it is easy and quick to diagnose a machine: Simply examine it closely, and you should be able to work it out from there.
However, time is not always a luxury you have. There may be many things that need repairing at the same time. You should prioritise repairs in this order: Life Support - Life support is the top priority in ANY situation. You will not last long without it. To do this, in the case of a breach, first ensure your own internals are functioning reliably. Then evacuate all crew members from the area. You should then plug any holes any way you can. After that, unlock the room's air alarm and set the environmental mode to 'Fill' and wait for the room to pressurise. Electricity - Electricity is needed for movement, vision, convenience and safety. Nothing can function without it. Ensure power storage devices are outputting, and that a cable connection to the local APC is established. Weaponry - You're never going to have time to repair everything else so long as the enemy is freely shooting you. Put some pressure back onto them and buy yourself some time.
Sensors:
Sensors are a necessary part of any ship bound weapons. The following machinery provide different functions to sensors: Hub: The Hub is the core of the sensor system; Nothing works without it! Keep it online at all costs! Tracking: Tracking isallows the targetting reticule to aim at a ship. Without it, you'll be left guessing! Guidance: Guidance is required for missiles to find their target properly. Advanced Radar: Advanced radar allows for some level of vision within the enemy ship. Thermal Imaging: Thermal imaging lets you see (and aim at) living signatures.
Last edited by Lucius Jones on 08 Oct 2017, 08:25, edited 2 times in total.
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also weekend combat queen, as well as a conga crusher too.
https://gyazo.com/02c20e267ab4c559d053ee77587b7708

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Re: Spess battles and if you can use the code/peruse it

Post by Honkintuga » 08 Oct 2017, 04:10

1. I did not understand nothing since you seem to have no grammar and it's literally an wall of white letters.

2. I played Spess Battles, and it's project was inicially started around late 2015.

3.No advertisiment, go check the rules, it applies to forums too.

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Re: Spess battles and if you can use the code/peruse it

Post by MrJJJ » 08 Oct 2017, 06:49

Really should have tried to put some effort atleast, nobody is going to understand anything you have just said.

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Re: Spess battles and if you can use the code/peruse it

Post by Lucius Jones » 10 Oct 2017, 02:58

Edited for a more concise version
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Self proclaimed god tier crusher, just under the main man Tor
also weekend combat queen, as well as a conga crusher too.
https://gyazo.com/02c20e267ab4c559d053ee77587b7708

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Re: Spess battles and if you can use the code/peruse it

Post by lcass123 » 10 Oct 2017, 15:13

This is a really complicated and silly way of doing space battles that makes it seem more like an arcade game, if you were to do space battles with CM then I would do it using the dropships at most with the ability to fire a missile or two at another dropship or to use the ASAT launchers. Anything more than this would probably take away from the gameplay that is intended as in fighting aliens, this would only really work properly on a seperate source and for any kind of real combat would need to be done outside of byond otherwise it just won't be fun.

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Re: Spess battles and if you can use the code/peruse it

Post by Lucius Jones » 11 Oct 2017, 07:52

I was talking about it as a event-type deal. If the gameplay that is intended is to fight aliens, but then you still have marines vs UTP or whatever the russians are called. In the vein of that, but with ships.
I was just going to give it to you to save things like perhaps mapping a new ship, or just using the code. If you want it to be more fighting Person v Person not ships vs ships then just have them board another ship via the drop-ships, with the main ship providing firing support via the weapons it already has.
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also weekend combat queen, as well as a conga crusher too.
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Re: Spess battles and if you can use the code/peruse it

Post by Snypehunter007 » 11 Oct 2017, 10:07

Besides the implementation and how it would work, we still cannot use this due to being closed source.
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