Re: Oolite 2.0 or II
Posted: Mon Aug 22, 2016 5:04 pm
Here.spara wrote:... link to surjectors? I'm sure it's somewhere, but I'm not able to track it down.
For information and discussion about Oolite.
https://bb.oolite.space/
Here.spara wrote:... link to surjectors? I'm sure it's somewhere, but I'm not able to track it down.
Thanks. Got it. It's kind of nice, although I don't like the missing HUD and depleting shields effects. There might be something in it though. The idea of being able to speed up a bit without burning fuel to overtake is something to consider. Perhaps drop the speed to 2x and remove those HUD and shield effects?Cody wrote:Here.spara wrote:... link to surjectors? I'm sure it's somewhere, but I'm not able to track it down.
Hmm... I should have added the caveat, 'without being a player only solution' but that's something of a moot point when only the player has a torus drive... congratulations in any case.Astrobe wrote:I already fixed that.
I called it "surjectors".
That should be simple enough, and with DSP it's (for the most part) done already.spara wrote: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.
1. Fly the lane and it's like it's now.
2. Fly off the lane and get random encounters.
Point two could be done intelligently so that just off the lane the probability is higher (more pirates lurking for stray sheep) and the farther you go, the probability decreases.
Interesting concept. Checkpoints might be a bit hard to justify in-game, but could there be something else that attracts the player? Maybe torus could be one shot speed burst and to be used again, it would need to be charged and there are charge points along the way or something. No, I don't have any good ideas really .Redspear wrote:I think if I really wanted to encourage players to remain within the lanes then I think I'd add some form of checkpoint system along the path of the lane.
How about the police don't have the resources to patrol an entire system but a space lane is something they can cope with? Thus the checkpoints, thus the penalties if you miss them.spara wrote:Checkpoints might be a bit hard to justify in-game, but could there be something else that attracts the player?
Well, I'd say it's the start of an idea, maybe the 'charge points' are actually 'torus magnets' that the torus drive pulls you to? It still needs more work but...spara wrote:Maybe torus could be one shot speed burst and to be used again, it would need to be charged and there are charge points along the way or something. No, I don't have any good ideas really .
I'm going to quote the typical pre-oxp defence here: it depends how it's done.cbr wrote:The checkpoint solution seems to me a bit tedious, 5 checkpoints on the current wp -> station distance?
the indirect solution from dsp sounds more fitting
Interesting... but on those shows they normally have a better reason for doing so than the one I'm about to give below...cbr wrote:also as penalty for speeding up perhaps blowing a fuse or even risk of destroying your engine or enginecomponents,
the ship requires severe reparations but you made it, overdriving your engines just like in those scifi shows
To reduce time (and boredom) spent in mass-lock trying to overtake ships that are both in front of and travelling in the same direction as you.cbr wrote:I've read several solutions for speeding up, some are even already ( ) available to try,
but in 1 sentence what is it one is to achieve here?
<chortles>Ngalo wrote:Of course this kind of change would not be appreciated by the traditionalists?
I personally don't find torusing to other planets/suns boring - I see the planet slowly looming larger as I approach, there is a sense of speed, of distance, of progress.Astrobe wrote:The problem of long distances (wp-sun, wp-second planet etc.) remains.
I'm considering in-system hyperjumps ("hyperleaps"?)
...until (if you extrapolate further) the lane becomes the optimal route to take, and so the traders return, and so the centre of those 'shells' become the most guarded and so the pirates position themselves along the lanes rather than just the at ends, until the police patrol the lanes, etc. etc. etc.Ngalo wrote:Obviously when everyone has torus drive, no trader will stick to the lane if there's any chance of a pirate encounter. So pirates will go where the traders are: near the witchpoint (and to a lesser extent any trading stations). Not too close because that makes them easy prey for cops or bounty hunters, but instead of packs strung out along the lane, you'd have a loose 'shell' of groups around the witchpoint.
What the modification does is reduce the boring bits, and make them less boring. It's not penalising the player, it offers a trade-off. Indeed it's a bit unusual in a game that gives the player an übership right from the beginningRedspear wrote:I think that penalising the player for minimising the 'boring bits' is an unusual (and questionable) game design strategy. So if there's to be no penalty then the question becomes why aren't the non-players doing it too?