OI (out and in)

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OI (out and in)

Post by IGBC on Sat May 25, 2013 9:55 am

List so far NOT final:


FEATURES STAYING:
Fusion
Remote Monitor
Ship exp
Ranks
years
viper missiles
Maintenence
ru storage
research score (maybe)
crew

FEATURES GOING (Declared by Nakamura):
Power
Trade
Planets / heat
Game Intro
efficency
Diplomacy code
pop.lua

FEATURES THAT CANNOT REMAIN (hard bugs):
UI.lua
Powerups (maybe; More investigation needed)
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Re: OI (out and in)

Post by Nakamura on Sat Jun 08, 2013 11:52 am

Please start topics for creating/re-creating each mechanic in the new code. We need to discuss how they will work and discuss if there can be any enhancements.
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Re: OI (out and in)

Post by Nakamura on Tue Jun 11, 2013 3:36 am

Get rid of all the missile/drone automation for the sake of simplicity and lag reduction, too.
If the player is too slow to issue orders to them, it's their own fault.

Also remove all the warning messages you need to dismiss with "OK". Pointless. It's displayed in the objectives section anyways.
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Re: OI (out and in)

Post by Farcrada on Tue Jun 11, 2013 5:18 am

Nakamura wrote:Also remove all the warning messages you need to dismiss with "OK". Pointless. It's displayed in the objectives section anyways.
That also includes the message that pops-up that you have advanced a new rank. I mean... Come on... I just "build" my rank... I know I've advanced in rank...
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Re: OI (out and in)

Post by ALC on Sat Jun 22, 2013 9:34 am

I think we should keep the idea of maps with a planet, in a completely different fashion. One body in the centre, with a ring of resources around it - the purpose of the body being to obstruct the far side of the map, and to create a new type of strategic play.

I presume that losing pop.lua will remove the cap on population and thus the cap on the number of ships a player can build - I don't like caps (it's a fatal flaw in SOASE imo).

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Re: OI (out and in)

Post by Nakamura on Sat Jun 22, 2013 10:03 am

pop.lua is civilian population on planets. The crew and officers are scripted in population.lua, which we keep. 

We will be free to increase the caps once the lag is properly reduced.
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Re: OI (out and in)

Post by ALC on Sat Jun 22, 2013 10:08 am

Civilians! Don't need 'em!
(You got me there, it's been a while since I was poking around in the population files - forgot which was which!)

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Re: OI (out and in)

Post by Farcrada on Tue Jun 25, 2013 7:52 am

ALC wrote:I think we should keep the idea of maps with a planet, in a completely different fashion. One body in the centre, with a ring of resources around it - the purpose of the body being to obstruct the far side of the map, and to create a new type of strategic play.
I suggested such ideas earlier, but then with a big black-hole where the game was time based. Planet's fine too, though.
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Re: OI (out and in)

Post by Nakamura on Sun Jun 30, 2013 4:11 am

Powerups are simple, module-based systems. I can help setting that up when it comes to that. We can keep them.
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Re: OI (out and in)

Post by ALC on Sun Jun 30, 2013 1:18 pm

I agree on that, Power-ups are well worth keeping (I use them a lot too!)

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Re: OI (out and in)

Post by Nakamura on Sun Jun 30, 2013 6:24 pm

Hopefully we can give vaygr something similar along the way, too.
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Re: OI (out and in)

Post by ALC on Mon Jul 01, 2013 2:27 pm

Vaygr power-ups ought to be slightly different though, favouring maybe things like shield and armour strengthening — to fit in with their culture.

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Re: OI (out and in)

Post by Nakamura on Mon Jul 01, 2013 10:03 pm

Yeah, differentiation is required.
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