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Re: Corporate Systems Flavour OXP

Posted: Tue Dec 06, 2011 6:40 pm
by Amaranth
I see what you mean. I had to reduce the poly count quite severely. I guess if I give it a grey and white razzle dazzle colour scheme on the white bits, it will hide the scrunched paper effect.

Re: Corporate Systems Flavour OXP

Posted: Wed Dec 07, 2011 12:00 pm
by Staer9
Amaranth wrote:
I see what you mean. I had to reduce the poly count quite severely. I guess if I give it a grey and white razzle dazzle colour scheme on the white bits, it will hide the scrunched paper effect.
or you could run a smooth modifier :roll:

Re: Corporate Systems Flavour OXP

Posted: Sat Feb 25, 2012 12:11 am
by MEGALODON
Hi everyone.

I really enjoyed the other available flavour oxps
Anarchies, Commies, Feudal states, random hits. Ftz and that sort of thing.

Trading raw fuel would be interesting. I like the idea of pirates blockading to affect the supply and demand.
Since fuel prices in the world are fluctuating it would be cool to see something like that in Oolite. As long as its not tedious to create. I am a big believer of random occurances as this creates a realistic real world feel.

And Game Balancing.

For example the Ecm system you buy should have the chance of defeating those really tough missles which end up one shoting you and the defensive oxps that have been created.

I think the std ecm system should be improved or scripted to offer a chance of defeating a tougher missile although slim. Otherwise having it is pretty much useless. Even standard missiles seem obselete because any ecm pulse will defeat it. And if its a powerful missile it should trade off more energy usage.

(Example of what I consider balance)

But the more random events that can occur during visits to systems is what keeps us coming back for more..
Adventure..

Re: Corporate Systems Flavour OXP

Posted: Sat Feb 25, 2012 12:15 am
by Cody
MEGALODON wrote:
For example the Ecm system you buy should have the chance of defeating those really tough missles
It does have a chance of zapping hardheads... and welcome aboard!

Re: Corporate Systems Flavour OXP

Posted: Sat Feb 25, 2012 7:44 am
by Commander McLane
El Viejo wrote:
MEGALODON wrote:
For example the Ecm system you buy should have the chance of defeating those really tough missles
It does have a chance of zapping hardheads
What he said. The ECM Hardened Missiles in vanilla Oolite are ECM resistant, not ECM proof. This behavior is governed by the missiles' AI. Thus it's up to OXP authors to script their missiles in the same way. Why don't most of them? I don't know.

(There are other examples, though. The Military Missile, for instance, may turn against the ship that launched it when ECMd.)

Re: Corporate Systems Flavour OXP

Posted: Sat Feb 25, 2012 3:31 pm
by JazHaz
To get back on topic, how's the OXP coming?

I would like to be able to sell fuel that I've scooped, but I don't think you can at the moment. Fuel isn't a tradeable commodity is it?

Re: Corporate Systems Flavour OXP

Posted: Sun Feb 26, 2012 7:57 am
by Commander McLane
JazHaz wrote:
To get back on topic, how's the OXP coming?

I would like to be able to sell fuel that I've scooped, but I don't think you can at the moment. Fuel isn't a tradeable commodity is it?
Nope. It's an equipment item. Also, as you can only hold 7LY's worth of it which doesn't exceed a value of 20 cr or so, there wouldn't be much of a point economically.

However, if you install [EliteWiki] Interstellar Help.oxp, you can sell parts of your excess fuel to other ships which got stuck in interstellar space sometimes. :wink:

Re: Corporate Systems Flavour OXP

Posted: Mon Feb 27, 2012 10:29 pm
by MEGALODON
Hi everyone

Re Ecm I have never had any success with those highend missiles and buying the standard always get defeated.
Thank you for clarifying this..

Back on topic.....

Since this new oxp seems to heavily focus on
Raw fuel trading..

I thought about this.

I was overwhelmed by frontiers products that you can trade. It's almost too busy.

Possibility for this new oxp to consider. I think this makes sense, and those of you who showcased models of the stations and tankers. Excellent work

Anyway like in the world today and this could be a unique diversity for this exclusive oxp or a separate oxp influenced by if you have this oxp.

Octane grades of fuel
Broonze x 1.15 ly dist to standard or simply allow 10-12 ly jump
Siloover x. 1.87 ly dist to standard or simply allow 13-17 ly
Goold Max x 1.94 ly dist to standard or 18-21 ly

The x factor would also increase cost from the 1Cr/ly
And like in todays market prices escalate in shortage and reduce in surplus
So if you filled your std 7ly tank w/ Broonze it would cost 8.05 Cr/ly so 56.4 for a full and so on
Siloover 91.7 cr to fill the tank 666.4 approx

I think this would be cool the tank isn't getting better only the quality of the fuel.
So consider it in a similar way from normal shields to enhanced shields to military shields..

Re: Corporate Systems Flavour OXP

Posted: Mon Feb 27, 2012 10:33 pm
by MEGALODON
Oops 91.7 for a full tank of Siloover
And 666.4 for a full tank of Goold

With slight variances factored in based on system tech level
And supply and demand the further it travels the more it goes up would make obvious sense

Re: Corporate Systems Flavour OXP

Posted: Mon Feb 27, 2012 11:02 pm
by Smivs
MEGALODON wrote:

Octane grades of fuel
Broonze x 1.15 ly dist to standard or simply allow 10-12 ly jump
Siloover x. 1.87 ly dist to standard or simply allow 13-17 ly
Goold Max x 1.94 ly dist to standard or 18-21 ly

The x factor would also increase cost from the 1Cr/ly
And like in todays market prices escalate in shortage and reduce in surplus
So if you filled your std 7ly tank w/ Broonze it would cost 8.05 Cr/ly so 56.4 for a full and so on
Siloover 91.7 cr to fill the tank 666.4 approx

I think this would be cool the tank isn't getting better only the quality of the fuel.
So consider it in a similar way from normal shields to enhanced shields to military shields..
Unfortunately, a maximum 7LY jump is hard-coded into the game and cannot be altered or affected. :(

Re: Corporate Systems Flavour OXP

Posted: Tue Feb 28, 2012 2:24 am
by Fatleaf
Smivs wrote:
Unfortunately, a maximum 7LY jump is hard-coded into the game and cannot be altered or affected. :(
I like that restriction as it adds stability to the games core standards.
But how about being able to make a series of jumps as done by a number of oxp's already that takes you up to the amount of special fuel bought.

Re: Corporate Systems Flavour OXP

Posted: Tue Feb 28, 2012 11:08 am
by Greyth
I love the idea of different grades of fuel... but also love the 7 light year jump limit. Could a cheaper fuel be the cause of more misjumps/breakdown of equipment?

Re: Corporate Systems Flavour OXP

Posted: Tue Feb 28, 2012 11:27 am
by Smivs
Greyth wrote:
I love the idea of different grades of fuel...
Hmmm, I dunno :wink:

Image

Re: Corporate Systems Flavour OXP

Posted: Tue Feb 28, 2012 11:49 am
by Greyth
:lol: That's the ticket! (It reminds me of a cut scene from 'The Darkening' :D ) 8)

Re: Corporate Systems Flavour OXP

Posted: Tue Feb 28, 2012 6:13 pm
by Amaranth
To get it all worked out, this OXP will have to be a group effort to combine ideas, ship designs, as well as experience at coding plists and behavioural js files. We have a lot of really good ideas floating round here.

Regarding fuel trading, there is already a fuel tank addon, could this be modified in some way that you could buy a large tank with x amount of fuel. You just have to manually re-jump every 7 LY - this would, for a price, allow one to avoid either having to either sunskim or buy fuel at a station for a few systems. This may be a bonus if you have either a criminal record or an extra-pirates oxp running. Just jump into a system, select new system and get on your way again. Could this tank also be made a saleable item also?

I also like the different grades of fuel idea, maybe if you use supermarket juice all the time, your engines might need an overhaul a bit more often, or there is a slightly elevated risk of a misjump. Alternatively, since the injectors use witchdrive fuel, could your fuel grade add in a performance factor, like cheap fuel gives you only 75% of nominal injector speed and top grade gives 125% nominal injector speed?

My initial thoughts for the OXP also included mission options also, such as tanker escort missions or also bounty hunt missions offered by the fuel companies to apprehend / exterminate pirates who raid fuel convoys (kind of a variation on random hits), a perk of the job is that a destroyed fuel thief would always drop a couple of fuel canisters.

I like your smoky diesel Smivs, it's a good thing that there aren't emissions regulations in space. :)