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Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Tue Apr 24, 2012 6:03 am
by Capt. Murphy
Hi,

Any merit in changing the the name of Oolite's "Strict Play" mode to

"Restricted Play" mode.

So the options screen would say "Reset to Restricted Play" or "Reset to Unrestricted Play", as would OoliteReadMe.pdf.

I think this might be more descriptive of it's effects for new users who don't necessarily read the documentation, and minimises any potential confusion with the completely different JavaScript 'Strict Mode'.

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Tue Apr 24, 2012 7:02 am
by Eric Walch
I was more thinking about a change on then next page. Currently you get a message "strict mode enabled". Probably it shoud get a second line "expantion packs disabled".

That might give a warning for those that didn't read the documentation, or - just as likely - already forgot about it.

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Tue Apr 24, 2012 8:18 am
by Commander McLane
Alternatively we could get an explanatory line below the "Strict Play" option, saying something along the lines of
Selecting this option turns Oolite into an emulation of BBC Elite. All parts of the game that were not part of BBC Elite and all expansions (OXPs) will be disabled.
and something to the contrary for the "Unrestricted Play" option.

There is still some space for a couple of lines on the F2 screen. So there could even be small descriptions (one to three lines) on the bottom for each of the option choices, similar to the short descriptions on the equipment screen.

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Tue Apr 24, 2012 6:17 pm
by Zireael
Maybe call it 'BBC Elite Play' then?

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Tue Apr 24, 2012 7:27 pm
by SandJ
You're struggling with the eternal "text config option" problem. Should the text say what the current setting is (which is helpful) or what selecting it makes happen (which is logical but ambiguous).

Since it is not a yes/no question, I suggest making it match the Game Options behaviour where this problem has already been solved:
Quick-Save
Save Commander
Load Commander
Begin New Game

Game Options...

Rules: Elite classic (no OXPs)

Exit game
and toggling between that and
Quick-Save
Save Commander
Load Commander
Begin New Game

Game Options...

Rules: Oolite balanced (OXPs enabled)

Exit Game

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Wed Apr 25, 2012 10:46 pm
by Switeck
What SandJ says...these seem good:
Rules: Elite classic (no OXPs)
Rules: Oolite balanced (OXPs enabled)

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Wed Apr 25, 2012 10:50 pm
by Cody
Switeck wrote:
Rules: Elite classic (no OXPs)
I don't think you can call it Elite... it's core Oolite.

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Thu Apr 26, 2012 6:59 am
by Commander McLane
El Viejo wrote:
Switeck wrote:
Rules: Elite classic (no OXPs)
I don't think you can call it Elite... it's core Oolite.
Yes, you can; and no, it isn't. Strict mode is Oolite emulating classic Elite (IIRC it's BBC Elite, to be precise). Turning Oolite into an emulation of Elite is the very meaning of strict mode, and it's not at all the same as running unrestricted Oolite simply without OXPs. Because even in core Oolite, without OXPs, you can do a lot of things which don't exist in Elite, and therefore don't exist in strict mode.

Here's some of the major differences between Elite emulation and core Oolite:

Code: Select all

                                 strict mode    Oolite without OXPs
shipyard                         NO             YES
contract market                  NO             YES
q-mines                          NO             YES
'i' on the short range chart     NO             YES
adv. navigational array          NO             YES
(and from 1.77:)
energy bomb                      YES            NO
And that's only the differences that spring immediately to my mind. I'm certain that there are more.

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Thu Apr 26, 2012 7:44 am
by Eric Walch
Commander McLane wrote:
And that's only the differences that spring immediately to my mind. I'm certain that there are more.
In strict mode there is always a minimum speed > zero. So, no endless waiting for a dock until you are sure to go. :P

In strict, always start with a new Jameson on death.

In strict, no fuel injection, no passengers, different bounty handling on shooting cargo/rock, no damaged equipment (it will be destroyed), etc.

Problem with strict is that hardly anybody plays it, so there are also little bug reports of it. So there might still be hidden bugs with it as (some of) the devs regularly forget to differentiate both situations when making changes. I remember a backdoor through which you could enter the contract page in strict mode. (fixed some versions ago)

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Thu Apr 26, 2012 10:45 am
by Cody
Heh, that'll teach me to comment. One question though: is strict mode player-centric?

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Thu Apr 26, 2012 11:58 am
by another_commander
El Viejo wrote:
One question though: is strict mode player-centric?
No.

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Thu Apr 26, 2012 12:48 pm
by Cody
another_commander wrote:
El Viejo wrote:
One question though: is strict mode player-centric?
No.
A trifle prolix, Admiral... but I get your drift!

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Fri Apr 27, 2012 4:37 pm
by Wildeblood
Eric Walch wrote:
In strict mode there is always a minimum speed > zero.
I'd like that. Can that be done in unrestricted mode somehow?

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Fri Apr 27, 2012 4:41 pm
by Cody
Wildeblood wrote:
Eric Walch wrote:
In strict mode there is always a minimum speed > zero.
I'd like that. Can that be done in unrestricted mode somehow?
As I've said before somewhere, I'd like that too.

Re: Strict Play/Unrestricted Play/Strict Mode(JS)

Posted: Fri Apr 27, 2012 5:35 pm
by Thargoid
Wildeblood wrote:
Eric Walch wrote:
In strict mode there is always a minimum speed > zero.
I'd like that. Can that be done in unrestricted mode somehow?
Use a timer to periodically check the player ship velocity. If it's zero, then give him a small forward velocity.

Not quite a true non-zero minimum speed, but as close as you can get I think by OXP.