Venator Dha wrote:It would need to be after 9 times for the ship's cat

Moderators: winston, another_commander
Venator Dha wrote:It would need to be after 9 times for the ship's cat
Yeah, just something to help generally visualize available equipment and cargo space in an abstract way. In effect it would still be a graph, just presented differently. Good place to start?I was thinking of a pie chart or a linear graph, but a generic "Mamba-type", "Cobra-type" and "Boa-type" pic would work too.
Shorter max-range jumps leave the starting players with too few options. Even with a 6 LY max you're harder-pressed to reach relatively safe systems.Venator Dha wrote:A couple of mine
- repeated repairs of equipment make it more fragile until it is breaking all the time - need to be replace with a new one
- uber equipment available at specific star systems - say one per galaxy, e.g. have to travel to galaxy 8 for a prototype energy unit with twice the power for half the size at four times the costSo changing the distances that the player can jump does affect the game considerably...Perhaps it is. Some random thoughts :Yep. Starting the player with 5ly is the way to go.
there could be 4 types of unit available 5,6,7 & 8 LY - affecting cost and size
older / smaller ships have a 5LY unit at start e.g. an Adder that could be upgraded to a 6. Or the ANA could add 1LY to a drives capabilities.
a Cobra Mk I starts with a 6LY drive, a MK III with a 7LY thus keeping it in line with the existing game and giving a fair start to a new player
I am more suggesting enabling it so that an OXP could do this, not a change to the core to be so.Switeck wrote:Shorter max-range jumps leave the starting players with too few options. Even with a 6 LY max you're harder-pressed to reach relatively safe systems.Venator Dha wrote:A couple of mine
- repeated repairs of equipment make it more fragile until it is breaking all the time - need to be replace with a new one
- uber equipment available at specific star systems - say one per galaxy, e.g. have to travel to galaxy 8 for a prototype energy unit with twice the power for half the size at four times the costSo changing the distances that the player can jump does affect the game considerably...Perhaps it is. Some random thoughts :Yep. Starting the player with 5ly is the way to go.
there could be 4 types of unit available 5,6,7 & 8 LY - affecting cost and size
older / smaller ships have a 5LY unit at start e.g. an Adder that could be upgraded to a 6. Or the ANA could add 1LY to a drives capabilities.
a Cobra Mk I starts with a 6LY drive, a MK III with a 7LY thus keeping it in line with the existing game and giving a fair start to a new player
It depends how you look at it. Ship OXPs are optional, but we give OXPers tools so that they can make ships which are weak by the standards of the core game, similar to the standards of the core game, or stronger than the standards of the core game. Players can then download the ship OXPs they want for NPCs, and purchase the ship they want for themselves, to tune the game as they wish.Falcon777 wrote:However, altering the core game in an attempt to balance something that is OPTIONAL doesn't make sense.
The way laser fire is drawn means that it's actually easier to halve the damage+heat per shot than it is to halve the rate of fire (assuming we want to keep the 'beam' visual), even though the effect on weapon power is basically identical.Switeck wrote:A simple balance fix for the Beam Lasers is to reduce their rate of fire so they're not almost a magnitude better than Pulse Lasers. Don't touch damage or heat build-up. Problem solved.
Easy enough to do - just stick this in a worldscript (untested).Venator Dha wrote:An OXP that meant that it only had a 5LY range would be an added challenge.
Code: Select all
this.playerBoughtEquipment = this.shipScoopedFuel = this.playerStartedJumpCountdown = function()
{
var fuelLimit = 5;
if (player.ship.fuel > fuelLimit) {
player.ship.fuel = fuelLimit;
}
}
cim wrote:Easy enough to do - just stick this in a worldscript (untested).Venator Dha wrote:An OXP that meant that it only had a 5LY range would be an added challenge.I expect a friendly OXPer will at some point wrap purchasable hyperdrives with variable limits around it, and so on.Code: Select all
this.playerBoughtEquipment = this.shipScoopedFuel = this.playerStartedJumpCountdown = function() { var fuelLimit = 5; if (player.ship.fuel > fuelLimit) { player.ship.fuel = fuelLimit; } }
<filed away in the upgrade notes>Venator Dha wrote:It would need to be after 9 times for the ship's cat
It's not that simple at all. There would need to be a way to control the way the long-range chart with ANA is drawn.cim wrote:Easy enough to do - just stick this in a worldscript (untested).Venator Dha wrote:An OXP that meant that it only had a 5LY range would be an added challenge.I expect a friendly OXPer will at some point wrap purchasable hyperdrives with variable limits around it, and so on.Code: Select all
this.playerBoughtEquipment = this.shipScoopedFuel = this.playerStartedJumpCountdown = function() { var fuelLimit = 5; if (player.ship.fuel > fuelLimit) { player.ship.fuel = fuelLimit; } }
In practice "two versions installed" is the way these things get tested, but it's easy to have both the last release and the nightlies installed.mossfoot wrote:To address a concern raised earlier regarding this version being too different from 1.77/1.80 - would it be possible to set things up to create an option of playing bot 1.80 (or 1.77) configuration. Sort of a variation of the "Strict settings" option? That would allow people uncertain about 1.82's direction to go back and forth to test and get used to it rather than having two versions installed.
Since cim didn't quite address the direction your question was heading.. yes, it probably would be a headache. Two sets of default settings to maintain, two sets of code to maintain, and a way to switch reliably between them, and quite a few conflicting bits and pieces, I'd imagine as well.. think of a car with both a carburettor and fuel injection, two different sets of wheels, a manual and an automatic transmission, and both a steering wheel and a joystick fitted, and having a single switch to select between one complete set, or the other.. it might be do-able, but it would be something of an engineering nightmare.mossfoot wrote:To address a concern raised earlier regarding this version being too different from 1.77/1.80 - would it be possible to set things up to create an option of playing bot 1.80 (or 1.77) configuration. Sort of a variation of the "Strict settings" option? That would allow people uncertain about 1.82's direction to go back and forth to test and get used to it rather than having two versions installed.
Would that be a huge headache to implement?
With this in mind, is it possible that some items of equipment - e.g. the Extra Energy Unit - might give the player a net gain on their "equipment space"? Physically, it takes up about as much room as, um, a pedal bin, but - by boosting the capacity of the ship's power grid - it allows more items to be connected in without overloading things.cim wrote:It's perhaps better to think of "equipment space" in terms of not just physical space, but also all the power couplings, circuit fuses, coolant pipes, cabling, ventilation, access panels, voids or ballast needed to avoid messing up the handling, internal armour so if your injectors get shot out while you're using them the explosion doesn't take out half your ship, etc. ... which we abstract to a single number for gameplay purposes because it's the job of the mechanics in the shipyard to worry about that, not the pilot. So if you want for game balance to make something take up more or less space than it might plausibly physically need, there's plenty of room to handwave it.
<nods>Disembodied wrote:One thing I've noticed, starting a new Jameson, is that the beam laser stage doesn't last very long (or didn't, in my case, anyway). I think I maybe made about five or six trips, tops, armed with a beam laser before I could afford to fit a military one. My pulse-laser days lasted a lot longer.