Guidance requested from an overwhelmed Commander
Posted: Sat Apr 16, 2011 3:25 pm
I'm suffering a bit of information overload here. Having played a bit I am of course interested in changing things to suit myself. Having absolutely no experience with the programming involved here, where can I go to get my bearings? I hesitate to ask people to whip things up, but it is obvious to me that it will be a while before I am confidant enough to be modifying existing OXPs to suit my needs.
The following comments are musings that I have done along and along, not criticisms. I am grateful for the work the various OXP authors have already done and do not wish to be imposing on their time unless they like these ideas and want to run with them. Eventually I would like to be able to do this myself. (BTW Thargoid rocks, even if he is a belligerent, warlike insectoid. )
An advanced Missile Machine, using a "revolver cylinder" concept, capable of constructing up to 3 missiles on one Pylon. Icon would show 4 sections, one permanent to represent the machine it self, with 3 to represent the current load. Would be able to make the standard and hard missiles but also military missiles (perhaps using 1 ton Radioactives, 1 ton alloys, 1 ton computers and X kilos of Gold/Platinum for the special circuitry)
A variant of the advanced Missile Machine that constructs salvage missiles using alloys, computers and machines, possibly gold/platinum/gems, possibly only 2 on a pylon due to size/complexity
Speaking of salvage missiles, modifying it so that before a deep space dredger is created, a check would be performed for a salvage gang in system.
Limiting missile machines to X number of uses before you have to replenish the nanobots with uncorrupted ones from an appropriately high tech station
The long range sensor OXP is interesting but pretty much well into cheat territory. Instead of targeting and instantly turning your ship, it would assign a temporary computerized "beacon" to the target, would require the advanced space compass. Limit the range to a few hundred Km. Remove the jump to features altogether. Remove the time factor changes. Make navigation of the target list much like the equipment / shipyard screens, with forward/back tied to the left/right arrow keys
A reduction of the exploding cargo pods, once in a while I can live with but it's far too common for me at the current settings.
Is it possible to have an upgraded fuel scoop tractor beam that can slow down / pull in targeted cargo pods or escape pods? some get to moving at trans-light speeds.
Is it possible to have an advanced targeting computer that automatically adds all targets in range to the target system memory upgrade, so that you can cycle through targets?
A modification to the IronHide armor showing whether you have the military upgrade or not.
I love the Cargo Shepherd, but the horseshoe magnet look is a wee bit out of character, if highly amusing. I was expecting something technical looking with emmiters and beacons and such. Does not seem very powerfull on the attraction side. or perhaps there should be an advanced model? What I have found myself doing is dropping one when I am in combat and someone has exploded leaving a bunch of cargo pods, as I'm not going to break off and pick them up even if I had an empty bay, not with someone shooting at me.
I suppose I have rambled enough for one post, your tolerance of the preceding is appreciated.
Edit: Clarification: What I am looking for is information on this programing style, not the how to in the FAQ. I need an understanding of the basics.
The following comments are musings that I have done along and along, not criticisms. I am grateful for the work the various OXP authors have already done and do not wish to be imposing on their time unless they like these ideas and want to run with them. Eventually I would like to be able to do this myself. (BTW Thargoid rocks, even if he is a belligerent, warlike insectoid. )
An advanced Missile Machine, using a "revolver cylinder" concept, capable of constructing up to 3 missiles on one Pylon. Icon would show 4 sections, one permanent to represent the machine it self, with 3 to represent the current load. Would be able to make the standard and hard missiles but also military missiles (perhaps using 1 ton Radioactives, 1 ton alloys, 1 ton computers and X kilos of Gold/Platinum for the special circuitry)
A variant of the advanced Missile Machine that constructs salvage missiles using alloys, computers and machines, possibly gold/platinum/gems, possibly only 2 on a pylon due to size/complexity
Speaking of salvage missiles, modifying it so that before a deep space dredger is created, a check would be performed for a salvage gang in system.
Limiting missile machines to X number of uses before you have to replenish the nanobots with uncorrupted ones from an appropriately high tech station
The long range sensor OXP is interesting but pretty much well into cheat territory. Instead of targeting and instantly turning your ship, it would assign a temporary computerized "beacon" to the target, would require the advanced space compass. Limit the range to a few hundred Km. Remove the jump to features altogether. Remove the time factor changes. Make navigation of the target list much like the equipment / shipyard screens, with forward/back tied to the left/right arrow keys
A reduction of the exploding cargo pods, once in a while I can live with but it's far too common for me at the current settings.
Is it possible to have an upgraded fuel scoop tractor beam that can slow down / pull in targeted cargo pods or escape pods? some get to moving at trans-light speeds.
Is it possible to have an advanced targeting computer that automatically adds all targets in range to the target system memory upgrade, so that you can cycle through targets?
A modification to the IronHide armor showing whether you have the military upgrade or not.
I love the Cargo Shepherd, but the horseshoe magnet look is a wee bit out of character, if highly amusing. I was expecting something technical looking with emmiters and beacons and such. Does not seem very powerfull on the attraction side. or perhaps there should be an advanced model? What I have found myself doing is dropping one when I am in combat and someone has exploded leaving a bunch of cargo pods, as I'm not going to break off and pick them up even if I had an empty bay, not with someone shooting at me.
I suppose I have rambled enough for one post, your tolerance of the preceding is appreciated.
Edit: Clarification: What I am looking for is information on this programing style, not the how to in the FAQ. I need an understanding of the basics.