Having proper decoys would be a nifty idea - IE, they'd follow proper targeting and naming - but it's probably difficult to code.
I like the inertial mines, but it's probably a pain (As are most things)
I'm currently working on code for something that could be applied as a "suicide device" - I may have it done in time for R5, I may not. Depends on if I can get this server working.
"Few" Random Ideas
Miners that drops stuff when killed is something I've done in my core, it's tested and it works. The only problem, as already stated, is that the amount dropped has nothing to do with how much he3 the miner mined.
I've done the same for constructors too. I think that removing cashboxes from the pickable stuff that appears and replacing them by this would be fun.
I've done the same for constructors too. I think that removing cashboxes from the pickable stuff that appears and replacing them by this would be fun.
How does mining work, anyway? I think I remember I found some info while browsing the topics, but looking for it again would be kinda pain, so I'll just ask...
I mean - All we normal players get to ever know, is that miner gets to an He3 asteroid, starts using his "mining lightning" resulting in decreasing amount of He3 in that asteroid, miner comes home, you recieve credits...
Common sense would dictate, that there should be only few factors involved:
- Current amount of He3 the asteroid holds
- He3 asteroid recovery rate
- Maximum amount of He3 an asteroid can hold
- Current amount of He3 the miner holds
- Miners mining speed
- Maximum amount of He3 a miner can hold
- how much credits is 1 unit of He3 worth
However, as I recall, in that info I found earlier, someone explained that it is actually quite difficult. It also involved an explanation on "Why its not possible to make a new status bar for miners, that would tell us how much He3 they carry", something around that the code does not even know how much He3 is either in asteroid or in miner...
I mean - All we normal players get to ever know, is that miner gets to an He3 asteroid, starts using his "mining lightning" resulting in decreasing amount of He3 in that asteroid, miner comes home, you recieve credits...
Common sense would dictate, that there should be only few factors involved:
- Current amount of He3 the asteroid holds
- He3 asteroid recovery rate
- Maximum amount of He3 an asteroid can hold
- Current amount of He3 the miner holds
- Miners mining speed
- Maximum amount of He3 a miner can hold
- how much credits is 1 unit of He3 worth
However, as I recall, in that info I found earlier, someone explained that it is actually quite difficult. It also involved an explanation on "Why its not possible to make a new status bar for miners, that would tell us how much He3 they carry", something around that the code does not even know how much He3 is either in asteroid or in miner...
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
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I'm pretty sure the problem was something artwork related in not being able to show the bar.
Also
- Current amount of He3 the asteroid holds
Shown in asteroid bar, also if only 1 he3 rock in sector then what it shows on minimap
- He3 asteroid recovery rate
0.000166667/s I think
- Maximum amount of He3 an asteroid can hold
depends on number of sectors and he3 rocks
- Current amount of He3 the miner holds
code does know this, it has to to know how much money you get
- Miners mining speed
depends on faction mining speed
- Maximum amount of He3 a miner can hold
depends on faction mining capacity
- how much credits is 1 unit of He3 worth
80*faction yield
Also
- Current amount of He3 the asteroid holds
Shown in asteroid bar, also if only 1 he3 rock in sector then what it shows on minimap
- He3 asteroid recovery rate
0.000166667/s I think
- Maximum amount of He3 an asteroid can hold
depends on number of sectors and he3 rocks
- Current amount of He3 the miner holds
code does know this, it has to to know how much money you get
- Miners mining speed
depends on faction mining speed
- Maximum amount of He3 a miner can hold
depends on faction mining capacity
- how much credits is 1 unit of He3 worth
80*faction yield
Alright, here is another one:
It could be nice to be able to sell any ships you had to buy - just like there is "Buy" button, there could be a "Sell" button.
- Currently all you can do is to "pseudo-sell" the equipment you bought by unequipping it and clicking the "Buy" button again, but you cannot get rid of the ship itself... At least not in a way in which you would get your money back...
It could be nice to be able to sell any ships you had to buy - just like there is "Buy" button, there could be a "Sell" button.
- Currently all you can do is to "pseudo-sell" the equipment you bought by unequipping it and clicking the "Buy" button again, but you cannot get rid of the ship itself... At least not in a way in which you would get your money back...
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
(Latest update: March 7th, 2011, in "Jers_Core Diary")
Stationed in CZECH REPUBLIC (link)
(GMT+1)

Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
(Latest update: March 7th, 2011, in "Jers_Core Diary")
Stationed in CZECH REPUBLIC (link)
(GMT+1)
Jersy wrote:QUOTE (Jersy @ Oct 9 2009, 01:20 PM) Alright, here is another one:
It could be nice to be able to sell any ships you had to buy - just like there is "Buy" button, there could be a "Sell" button.
- Currently all you can do is to "pseudo-sell" the equipment you bought by unequipping it and clicking the "Buy" button again, but you cannot get rid of the ship itself... At least not in a way in which you would get your money back...
Do you mean to "Unresearch" stuff? Rather than sell?
If I understand you correctly, there's already a way to do that, simply change to a ship that doesn't cost money (say a scout/fig/int) and hit "confirm loadout". Any money you had "buying" a previous ship is now in your pocket.
Edit: Ah Jarvis caught the other side. I can't tell if he's asking to unresearch stuff or get back the $500 he had used to buy a bomber he no longer needs.
Edit: Ah Jarvis caught the other side. I can't tell if he's asking to unresearch stuff or get back the $500 he had used to buy a bomber he no longer needs.
Last edited by Adaven on Fri Oct 09, 2009 1:29 pm, edited 1 time in total.
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Oh, actually that reminded me :-D
It started as the "Get the 500 back for the bomber you no longer need" - If there was a really bad need for money and you would have a purchased ship around that you no longer need, you could convert it back to money. Also, it migh be useful to "upgrade" from one capship to another (so you don't have to have two capships docked, one of them being "dead cash"). But if Adavens hint works, then there wouldn't be need to add a SELL button :-)
But asking me about "unresearch" triggered other idea as well. However, I wouldn't go as far as completely unresearching something - I would propose something more like "uninvest". It would stop the research/construction and coverted the remaining yellow bar back to credits - the green bar (already researched/constructed) would remain there. (Example: You start constructing a Techbase by investing all the cash needed for its completion. However, when it's half finished, you find out that the techrock needed is no longer available. So you cancel the construction and get at least half of your money back...).
It started as the "Get the 500 back for the bomber you no longer need" - If there was a really bad need for money and you would have a purchased ship around that you no longer need, you could convert it back to money. Also, it migh be useful to "upgrade" from one capship to another (so you don't have to have two capships docked, one of them being "dead cash"). But if Adavens hint works, then there wouldn't be need to add a SELL button :-)
But asking me about "unresearch" triggered other idea as well. However, I wouldn't go as far as completely unresearching something - I would propose something more like "uninvest". It would stop the research/construction and coverted the remaining yellow bar back to credits - the green bar (already researched/constructed) would remain there. (Example: You start constructing a Techbase by investing all the cash needed for its completion. However, when it's half finished, you find out that the techrock needed is no longer available. So you cancel the construction and get at least half of your money back...).
Last edited by Jersy on Fri Oct 09, 2009 6:07 pm, edited 1 time in total.
-----------------------------------------------------------------------------------------------------------

Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
(Latest update: March 7th, 2011, in "Jers_Core Diary")
Stationed in CZECH REPUBLIC (link)
(GMT+1)

Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
(Latest update: March 7th, 2011, in "Jers_Core Diary")
Stationed in CZECH REPUBLIC (link)
(GMT+1)
What if you had a core option to have a research mode that's either in progress or paused. while in progress, it drains money as it goes.
Not sure if that makes sense, it would definitely change the game too much to be used on community core.
Not sure if that makes sense, it would definitely change the game too much to be used on community core.
Last edited by Weylin on Mon Oct 12, 2009 1:17 am, edited 1 time in total.





