Oolite 2: ship balance, starting conditions and death knells
Moderators: winston, another_commander
- Killer Wolf
- ---- 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
is this all not a moot point, Oolite 2 having been dumped, or have i missed something?
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: Oolite 2: ship balance, starting conditions and death kn
I guess it's just about documenting requests and ideas in case someone in the future decides to revive the project.
- Smivs
- 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
Is it time the Oolite 2 threads were locked?
Commander Smivs, the friendliest Gourd this side of Riedquat.
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: Oolite 2: ship balance, starting conditions and death kn
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.
- Smivs
- 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
That's true. Perhaps re-home it in Suggestion Box, then?
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Oolite 2: ship balance, starting conditions and death kn
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.Smivs wrote:That's true. Perhaps re-home it in Suggestion Box, then?
- Smivs
- 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
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.
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: Oolite 2: ship balance, starting conditions and death kn
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.
- Smivs
- 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
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.
- Cody
- 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
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Smivs
- 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
Great minds thinking alikeEl Viejo wrote:If it's a wishlist, then I'd like better drive plumes... they are badly needed.
Commander Smivs, the friendliest Gourd this side of Riedquat.
- pagroove
- ---- 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
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)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
Re: Oolite 2: ship balance, starting conditions and death kn
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?
Is 1.76 still going to be a stable release?
Is the feature freeze being maintained, and if so until when?
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: Oolite 2: ship balance, starting conditions and death kn
Yes, to the best of my knowledge, this part of the plan has not changed.Thargoid wrote:
Is 1.76 still going to be a stable release?
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.Is the feature freeze being maintained, and if so until when?
-
- Competent
- Posts: 60
- Joined: Thu Feb 18, 2010 5:49 pm
Re: Oolite 2: ship balance, starting conditions and death kn
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.
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!