Oolite 2: ship balance, starting conditions and death knells

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

User avatar
Killer Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 2278
Joined: Tue Jan 02, 2007 12:38 pm

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Killer Wolf »

is this all not a moot point, Oolite 2 having been dumped, or have i missed something?
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: Oolite 2: ship balance, starting conditions and death kn

Post by another_commander »

I guess it's just about documenting requests and ideas in case someone in the future decides to revive the project.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Smivs »

Is it time the Oolite 2 threads were locked?
Commander Smivs, the friendliest Gourd this side of Riedquat.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: Oolite 2: ship balance, starting conditions and death kn

Post by another_commander »

I am not sure it would be necessary to lock them. It's not a bad thing discussing ideas for a possible future version, even if we know that the project is currently suspended. Who knows, somebody might decide to go for it one day and a lot of good ideas could come out of these discussions. Let's say we are putting together a wish-list.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Smivs »

That's true. Perhaps re-home it in Suggestion Box, then?
Commander Smivs, the friendliest Gourd this side of Riedquat.
Zireael
---- E L I T E ----
---- E L I T E ----
Posts: 1396
Joined: Tue Nov 09, 2010 1:44 pm

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Zireael »

Smivs wrote:
That's true. Perhaps re-home it in Suggestion Box, then?
I'd put all Oolite 2 threads (including my list of features requested) into a separate sub-forum. Newcomers wouldn't think them relevant to Oolite 1 this way.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Smivs »

I'm not sure there's room for a new sub-forum which is why I suggested Suggestion Box. I agree that they should be moved though, and it be made clear that these are just 'wishes' (at least for now) otherwise the main forum is going to get cluttered with stuff that doesn't directly relate to Oolite-as-it-stands.
Commander Smivs, the friendliest Gourd this side of Riedquat.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: Oolite 2: ship balance, starting conditions and death kn

Post by another_commander »

Topic moved to Suggestion Box, following the suspension of the Oolite 2 project. This is now a wish-list, good-to-have-things and cool ideas thread for a possible future version of the game.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Smivs »

Thanks A_C. A good, and logical move. Keep the wishes coming....you never know what the future may hold.
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Cody »

If it's a wishlist, then I'd like better drive plumes... they are badly needed.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Smivs »

El Viejo wrote:
If it's a wishlist, then I'd like better drive plumes... they are badly needed.
Great minds thinking alike
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Re: Oolite 2: ship balance, starting conditions and death kn

Post by pagroove »

Probably rename the thread also so that one can see that is is a wishlist.?
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Thargoid »

And two daisy-chained follow-up questions:

Is 1.76 still going to be a stable release?
Is the feature freeze being maintained, and if so until when?
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: Oolite 2: ship balance, starting conditions and death kn

Post by another_commander »

Thargoid wrote:

Is 1.76 still going to be a stable release?
Yes, to the best of my knowledge, this part of the plan has not changed.
Is the feature freeze being maintained, and if so until when?
The feature freeze is being maintained until the release of 1.76 and will be lifted following that. We do not have a release date for 1.76 at the moment of writing this.
Commander Trigg
Competent
Competent
Posts: 60
Joined: Thu Feb 18, 2010 5:49 pm

Re: Oolite 2: ship balance, starting conditions and death kn

Post by Commander Trigg »

I was initially convinced to try Oolite after I was told "It's just the same as Elite, but with updated graphics". One of the things I enjoyed about the original Elite was that it didn't make life easy for you just because you were a new Jameson. It's a hard Ooniverse out there after all.

What made me stick around was the high level of user customisation available - want to fly a Tie Fighter? There's an OXP for that. I also loved the idea of user-created missions, meaning you didn't run out of unusual things to do so quickly.

For that reason, I don't think Oolite 2 should see any significant changes to gameplay. If a player finds the game starting to get too easy or repetitive, they can always download an Oxp that introduces tougher opponents - or even edit their savefile to give themselves an adder and some loose change.

What might be helpful is an in-game prompt (at the spinning cobra screen) to visit the forum for hints on customising their game experience.
Now over 1000 confirmed kills. Bring on the bad guys!
Post Reply