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Create a Starbase that fights back?

I'm making a Romulan mission, and I'd like the Romulan starbase in it, to defend itself.

Only problem is that we still don't have starbases that can defend themselves in the Foundry.
Why not?

I'd like to find a solution, I'm not sure if I can strategically place turrets around the base to simulate weapon ports.

This frustrate anyone else?

If anyone would like to share a workaround to this I am open to the assistance.

Hopefully one day Cryptic will allow us to create Starbases that shoot back and can blow up without triggers!
Post edited by derekslide on

Comments

  • rangerryurangerryu Member Posts: 284 Arc User
    edited March 2013
    You have to place an enemy unit inside the starbase and rename the unit Starbase or something or whatever you want. (We don't have turrets that fire back either I believe)
  • enterprise629enterprise629 Member Posts: 13 Arc User
    edited March 2013
    rangerryu wrote: »
    You have to place an enemy unit inside the starbase and rename the unit Starbase or something or whatever you want. (We don't have turrets that fire back either I believe)

    I've only done 1 foundry mission, Temporal Investigations and it's a submission for the current challenge.

    Does the starbase stop the enemy mob from exiting the starbase? Would you need invisible walls?
  • derekslidederekslide Member Posts: 0 Arc User
    edited March 2013
    Well, if that's the only solution I'll do it, it just seems to me like it wouldn't be hard to have starbases that are functional in battle for all races.

    Who wouldn't want to re-create battles with DS9?
  • gammadelta2gammadelta2 Member Posts: 117 Arc User
    edited March 2013
    Unfortunately, the mob spawn for space and ground are slightly different. Where as the ground enemies' placement is predictable the space is not because it is all is determined from your level. An example being, the battle ship mob group has I think seven "actors" but based on your level you may only see one ship.

    Additionally embedding an enemy within the base will cause collision and it won't even see you to fire. Invisible walls do the same thing.

    The best option I have for you is too chalk it up to a foundry limitation at this point and script your story accordingly.
    [SIGPIC][/SIGPIC]
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited March 2013
    Actually what determines the number of ships that spawn in a combat space mob is the number of players in the party.

    Say you have a Federation cruiser mob. If it's just one player in the mission, then it will only ever spawn one ship. If you have 2-5 players, it will spawn more ships accordingly. What scales by level is the strength of the ship that spawns (hit points, weapon damage, abilities).

    Now, on ground, the number of mobs that spawn is always the same no matter how many in your group. And again what scales by level is their strength.
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  • ajstonerajstoner Member Posts: 0 Arc User
    edited March 2013
    I've experimented extensively with this. The only way to ensure that a ship imbedded within a planet/base, etc stays in place is to have the player spawn on the map within its attack circle and thus beginning the combat as soon as the player lands on the map. It is also a good idea to use 2 invisible walls set perpendicular to each other in a "+" pattern with the ship in the center to help keep it immobilized.

    If you have the imbedded ship outside of this range the game will generally teleport it outside of the containing object very quickly and no amount of resource "caging" will help.
    [SIGPIC][/SIGPIC]
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited March 2013
    ajstoner wrote: »
    I've experimented extensively with this. The only way to ensure that a ship imbedded within a planet/base, etc stays in place is to have the player spawn on the map within its attack circle and thus beginning the combat as soon as the player lands on the map.

    I've never had to do that myself.

    I have always changed my ships to a mine costume so they are small. group all the actors in a tight space and they should work fine.

    it can be buggy in preview with ships jumping all over the place, but it works fine in live.

    the object itself may be a factor, but the ones I use tend to be fine.
  • skydawnknightskydawnknight Member Posts: 12 Arc User
    edited March 2013
    I've never had to do that myself.

    I have always changed my ships to a mine costume so they are small. group all the actors in a tight space and they should work fine.

    it can be buggy in preview with ships jumping all over the place, but it works fine in live.

    the object itself may be a factor, but the ones I use tend to be fine.

    I haven't tested this myself, as I've never used them, but they recently changed timid mobs to fight back when attacked. Do they also move around as well?
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited March 2013
    I haven't tested this myself, as I've never used them, but they recently changed timid mobs to fight back when attacked. Do they also move around as well?

    I dont use timid mobs myself for starbase weapons, but they should work the same as any other once attacked.

    all mob's will move around as ships are not programmed to remain in one place.

    the actual jumping out of the object is a bug but only for preview mode in the editor.
  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited March 2013
    The best option I have for you is too chalk it up to a foundry limitation at this point and script your story accordingly.

    You could point out that all spacestations are operated by the French for example.
    A TIME TO SEARCH: ENTER MY FOUNDRY MISSION at the RISA SYSTEM
    Parallels: my second mission for Fed aligned Romulans.
  • ajstonerajstoner Member Posts: 0 Arc User
    edited March 2013
    ...the actual jumping out of the object is a bug but only for preview mode in the editor.

    This isn't strictly so; there was a change to the foundry at some point which prevents characters from being imbedded inside objects and I believe it was deliberate. For example, I spent the better part of a day creating special costumes and an object layered device to create a series of heads in jars. Worked perfectly in the Foundry but they were always moved in the live game.

    I had not thought to reskin ships for space maps as tiny ones and will give that a try since I have several potential uses for this if it works correctly.

    Placing full ships inside planets or cages (made of those big Borg bits) causes them to escape fairly quickly. A variation on the invisible wall (like the force fields & windows for ground maps) that allows firing through but inhibiting movement would be extremely helpful, as would an "imobilize" animation that keeps them in place for both space and ground maps.
    [SIGPIC][/SIGPIC]
  • erei1erei1 Member Posts: 4,081 Arc User
    edited March 2013
    You could point out that all spacestations are operated by the French for example.
    I fail to see the relevance of this post. I suddenly feel like reading ESD zone chat.
    BTW, Star trek is supposed to promote tolerance between gender, country and species.

    Back to the topic, the only time in FE you see a station fight back, they use turrets to do so. The station by itself don't shoot. I think that the only way we will have, so better wait for space turrets. There already are the support for them in the foundry, I suppose they'll come someday.
    [SIGPIC][/SIGPIC]
  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited March 2013
    erei1 wrote: »
    I fail to see the relevance of this post. I suddenly feel like reading ESD zone chat.
    BTW, Star trek is supposed to promote tolerance between gender, country and species.

    Back to the topic, the only time in FE you see a station fight back, they use turrets to do so. The station by itself don't shoot. I think that the only way we will have, so better wait for space turrets. There already are the support for them in the foundry, I suppose they'll come someday.

    Sorry I have many French friends and thinks French girls are awesome :). A stupid joke...
    A TIME TO SEARCH: ENTER MY FOUNDRY MISSION at the RISA SYSTEM
    Parallels: my second mission for Fed aligned Romulans.
  • derekslidederekslide Member Posts: 0 Arc User
    edited March 2013
    Thank you everyone who posted with relevant and helpful information.

    I guess i will have to maneuver around this limitation and pray that Cryptic adds those assets to the Foundry soon...

    Some of my favorite moments in Star Trek gaming history was assaulting a Starbase in Starfleet Command 1, 2 and 3.

    Oh well...
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited March 2013
    I have always changed my ships to a mine costume so they are small. group all the actors in a tight space and they should work fine.

    it can be buggy in preview with ships jumping all over the place, but it works fine in live.

    the object itself may be a factor, but the ones I use tend to be fine.

    Great tip! Thanks!

    The advantage of using something like a mine costume is that even if the ship were to "escape the box" it's easily explainable as a defensive drone released by the starbase.

    Or, heck, you could just name them all "defensive drone" and deploy them out in plain view right from the start.
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