Re: Oolite 2.0 or II
Posted: Sun Aug 21, 2016 1:47 pm
Thanks Astrobe.
I'll check it out some time soon.
I'll check it out some time soon.
For information and discussion about Oolite.
https://bb.oolite.space/
Moreover in this case the first way is good also, you can toggle between yellow and green alert with your weapons key.Cody wrote:That way would be best - some minor prep is good.Norby wrote:toggle offline by the player using underscore key to enable Supercruise
In my previous post I wrote 2 plans due to I see two problems:Disembodied wrote:Important features of the torus-2
- Speed: 2.8lm, for all ships (subject to testing, of course)
- 10-second spool-up time required to activate: ship must fly straight and level (perhaps below redline speeds? Or even remain stationary?)
- No manoeuvring is possible, as per Wildeblood's Bullet Drive
- Shields and weapons are automatically disabled
- Encountering another ship results in temporary "masslock" for both ships - both are forced to use manoeuvre drives only (including injectors, if they have them). Shields and weapons come back online automatically. Ships masslocked by other ships can choose to reactivate their torus-2 drives if they want to (subject to dropping shields, deactivating weapons, and flying straight/sitting still for 10 seconds: so not advisable if hostile ships are present)
- Masslocking by planet/star is the same as at present: ships cannot use the torus-2 within range of a planetary or stellar gravity well
Thank you for the implemented way 2: injectors without fuel usage, now I can focus on others: my Cruise plan use way 3 (dynamic maxSpeed) and Supercruise use way 1 (Torus without masslock).Astrobe wrote:when you switch off your weapons and engage injectors, you get a X4 base speed bonus (a bit more than half injector speed) but you don't burn any fuel. The drawback is that your shields go down and your instruments (i.e., your HUD) go down as well.
A good point … one advantage here is that this sort of long-distance travel isn't something that the player will do very often, or that standard NPCs will do at all: a player-centric solution could be used here (e.g. allowing the torus drive to reach higher speeds the longer it is active, as at present).Norby wrote:Travel to far in empty space like to sun or other planets, Supercruise is a good name imho which help in this case. I think Torus originally made for this, so you should leave it as is, or are you other ideas?
True … this aspect would need to be tested. It might be enough just to make the player have to sit stationary for a ~10-second spool-up in order to activate the torus. I think it's important that the torus shouldn't be used to escape from combat, and that trying to do so would be almost certainly fatal (unless, for example, the hostile ships are currently moving away from you, fast: a situation like that might just give you enough time to activate the torus and flee the scene).spara wrote:Draining shields is very dangerous from the player perspective and as such any speed up based on that should only be for emergency situations.
As I was asking at the end of my post, need that be the case?cbr wrote:Somehow i sense a paradox somewhere,
less traders means less masslock
less traders also means less pirates?
Not quite.cbr wrote:so reducing the number of traders would reduce the numbers of encounters and would reduce masslocking resulting
in faster flying but less pirate encounters which would result in less excitement for those looking for excitement?
Unless more traders were Anacondas of courseRedspear wrote:In either case (the model I proposed or that in the game at present), if the ratio of pirates to traders is not higher in the more dangerous systems then you would need many more mass-locks to simulate the supposed greater danger (or else nearly every trader would be in a convoy; escorts not counting as they typically have no cargo capacity).
I like the 'gravity well' idea but the other one could be problematic.spara wrote:A couple of ideas to encourage driving on a lane.
Well, some core solution would be nice for preventing the abusive use of torus. With the current design the only way to do this might just be combining the good old player centric desing with the current non-player centric design. Meaning some form of DeepSpace pirates.Redspear wrote:I like the 'gravity well' idea but the other one could be problematic.spara wrote:A couple of ideas to encourage driving on a lane.
Suppose a player is headed for the planet and then decides they want to sun-skim. Unless they headed back to the witchpoint first, they'd be off-lane.
Redspear wrote:Is there a simpler implementation of reducing frustration from masslock without dipping into the source? (...or hitting the sauce for that matter )
Just a few lines of a shipdata-overrides.plist?
There's a challenge for anyone: suggest a simpler fix than that! (whilst staying on the 'space lane' )
Code: Select all
self.injectorSpeedFactor=4;
Code: Select all
if(player.alertMassLocked)
self.injectorSpeedFactor=7; /* EDIT: default injectorSpeedFactor is 7, not 1 */
else
self.injectorrSpeedFactor=32;