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community OXP start pack

Posted: Mon Jan 11, 2010 9:46 pm
by ovvldc
Continuing from this thread.

Bigships.oxp seems useful... (it doesn't change anything on its own)

Otherwise I would suggest
* cargo & wrecks
* flying Dutchman
* fuel tank
* interstellar help
* snoopers

because they change little but makes the place a little more interesting without affecting performance on low-end machines.

Posted: Mon Jan 11, 2010 10:02 pm
by DaddyHoggy
:)

Glad snoopers is in there...

Re: community OXP start pack

Posted: Mon Jan 11, 2010 10:29 pm
by JazHaz
ovvldc wrote:
they change little but makes the place a little more interesting without affecting performance on low-end machines.
Yeah it's a good idea, I have a low end machine, but I don't agree about some of your choices!
ovvldc wrote:
* cargo & wrecks
I much prefer Pods.oxp, as this does everything that cargo & wrecks does, plus more features such as bulk containers containing up to 10 tons of goods, not to mention compatibility with the excellent UPS Courier oxp.
ovvldc wrote:
* flying Dutchman
Why would you want a ghostly ship floating around, you can't do anything with it? It doesn't really enhance your game! I think it just wastes your low-end machine's clock cycles, that you would be better off using on other oxps.
ovvldc wrote:
* fuel tank
Well I agree with this one. It's useful for cargo and passenger missions, helping you to arrive on time.
ovvldc wrote:
* interstellar help
I don't agree with this one at all. If you install the fuel tank.oxp, then you wouldn't need to get stuck in witch-space without fuel at all. Plus the fact you hardly ever get stuck there at all. I've only been once, and that was because I deliberately mis-jumped!
ovvldc wrote:
* snoopers
I've not tried this one at all, but like the flying dutchman.oxp, what is the point? Also, according to its wiki page "To get the full fun play in fullshader mode, reduced details off". Doesn't sound like its suitable for a low-end machine to me!

I would suggest the following oxps instead:

* Missiles and Bombs
Adds some nice weapons without taking up too many clock cycles etc. Good for a new player, as no skill is required to make a kill with these!

* UPS Courier
Adds some simple missions occasionally, and also interacts with Pods as mentioned above.

* Ore Processor
An excellent piece of equipment, to make some fast profits without much danger for a new player.

* Planetfall
Another excellent oxp, giving the new player somewhere different to go to other than the station. Excellent expansion options including the very lightweight Taxi missions.

Posted: Mon Jan 11, 2010 10:31 pm
by Cmdr James
To be honest none of those would be my choice.

Id go with

Asteroid storm
black monks
Dictators/Commies/Ararchies
Diso
Hoopy casino
Lave academy
Missionaries
oldships
Graveyard
Total patrol
ups

These are mostly interesting early in the game, which makes sense for a starter pack, and dont mess around with gameplay too much, so a commander can get used to the ooniverse before he starts changing the rules of physics ;)

Id probably add some more ships too, but Im not too sure which.

EDIT: this is a reply to the first post, not the 4th or 5th or whatever is there now.

I wouldnt use fuel pods to start with as I think 7ly is something to get used to (just my opinion), and I thought about ore processor, I really like that, but Im not sure what it brings to a new player who might have a long time before it makes sense (need a minnig laser, plus fulescoops before it is really any good).

Re: community OXP start pack

Posted: Mon Jan 11, 2010 10:33 pm
by Lucidor
JazHaz wrote:
I've only been once, and that was because I deliberately mis-jumped!
I've been pulled out there by thargoids a few times. Personally I always carry three extra fuel tanks, so it's no worry. But other people may have missiles higher up on the priority list.

Posted: Mon Jan 11, 2010 10:34 pm
by JazHaz
Cmdr James wrote:
These are mostly interesting early in the game, which makes sense for a starter pack, and dont mess around with gameplay too much, so a commander can get used to the ooniverse before he starts changing the rules of physics ;)

Id probably add some more ships too, but Im not too sure which.
I think you missed the point!

The point was for OXPs that are suitable for ALL systems including the low end ones!

Also some of the OXPs you mentioned are certainly NOT for a new player!!

Posted: Mon Jan 11, 2010 10:37 pm
by Cmdr James
Er, in that case everything that doesnt have shaders or really big/complex ships :p

EDIT: I just reread the other thread. Are you certain that this is mean to be a list of all OXPs that are suitable for all spec machines? Thats isnt at all my interpretation, I thought it was a start pack with a selection of OXPs that are fairly uncontroversial which makes it easier to start off your OXP set without all the pain of checking them all.

Posted: Mon Jan 11, 2010 10:40 pm
by JazHaz
Cmdr James wrote:
Er, in that case everything that doesnt have shaders or really big/complex ships :p
That definately rules out the Dictators/Commies/Anarchies that you mentioned. Plus the fact for a new player these would just be very confusing!

Posted: Mon Jan 11, 2010 10:44 pm
by Cmdr James
Why are those confusing? if anything they make it more obvious what type of system you are in. They dont do a whole lot more than add some feel to certain system types. Id happily not include them, but I dont see your point.


And of course that was kind of a joke, saying that if we wanted all OXPs that work on low spec machines then we could disregard my (and all other lists) and replace them with that statement :)

Posted: Mon Jan 11, 2010 10:50 pm
by JazHaz
.....

Posted: Mon Jan 11, 2010 10:50 pm
by JazHaz
Cmdr James wrote:
Why are those confusing? if anything they make it more obvious what type of system you are in. They dont do a whole lot more than add some feel to certain system types. Id happily not include them, but I dont see your point.
But what I was trying to put across is that the collection would be aimed at a new player, someone who just wants a few oxps to improve vanilla oolite without changing it massively or ramping up the difficulty level.

Posted: Mon Jan 11, 2010 10:50 pm
by Lucidor
I'd put in Random hits to add a bit more variation to the things yoou can do.

Posted: Mon Jan 11, 2010 10:53 pm
by Cmdr James
JazHaz wrote:
But what I was trying to put across is that the collection would be aimed at a new player, someone who just wants a few oxps to improve vanilla oolite without changing it massively or ramping up the difficulty level.
Wait, that was my point too. Which of those is unsuitable for a new player?

Posted: Mon Jan 11, 2010 10:57 pm
by JazHaz
Lucidor wrote:
I'd put in Random hits to add a bit more variation to the things yoou can do.
For a new player? Or a low end machine? I dunno really. I'm finding RH slows down my low end pc quite a bit, and it is frustrating too, especially when you can't find the target or you get to the system and the target gets killed by someone else.

Posted: Mon Jan 11, 2010 10:58 pm
by Lucidor
Nevertheless it gets you out of the milk run rut. :)