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

Posted: Wed Aug 31, 2011 9:34 am
by Killer Wolf
is this all not a moot point, Oolite 2 having been dumped, or have i missed something?

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

Posted: Wed Aug 31, 2011 9:47 am
by another_commander
I guess it's just about documenting requests and ideas in case someone in the future decides to revive the project.

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

Posted: Wed Aug 31, 2011 9:54 am
by Smivs
Is it time the Oolite 2 threads were locked?

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

Posted: Wed Aug 31, 2011 10:19 am
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.

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

Posted: Wed Aug 31, 2011 10:51 am
by Smivs
That's true. Perhaps re-home it in Suggestion Box, then?

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

Posted: Wed Aug 31, 2011 11:36 am
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.

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

Posted: Wed Aug 31, 2011 12:05 pm
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.

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

Posted: Wed Aug 31, 2011 12:09 pm
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.

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

Posted: Wed Aug 31, 2011 12:23 pm
by Smivs
Thanks A_C. A good, and logical move. Keep the wishes coming....you never know what the future may hold.

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

Posted: Wed Aug 31, 2011 12:29 pm
by Cody
If it's a wishlist, then I'd like better drive plumes... they are badly needed.

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

Posted: Wed Aug 31, 2011 2:46 pm
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

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

Posted: Wed Aug 31, 2011 3:24 pm
by pagroove
Probably rename the thread also so that one can see that is is a wishlist.?

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

Posted: Wed Aug 31, 2011 5:10 pm
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?

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

Posted: Thu Sep 01, 2011 5:48 am
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.

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

Posted: Thu Sep 01, 2011 8:00 pm
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.