Treasure and powerups

Development area for FreeAllegiance's Community Core.
Jonan
Posts: 377
Joined: Mon Mar 13, 2006 8:00 am
Location: Hyperborea

Post by Jonan »

What a nice way to put it, Grim
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Grzegt
Posts: 86
Joined: Thu Oct 25, 2007 10:00 am
Location: Poland

Post by Grzegt »

About why nan gun is silly:
it uses energy to create nanobots that fix other ships. So far, so good. But just as well, every craft should be able to conduct immediate self-repairs expending energy. Surely there are nan guns conveniently located inside the craft, shooting himself.
Jonan
Posts: 377
Joined: Mon Mar 13, 2006 8:00 am
Location: Hyperborea

Post by Jonan »

Go away
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mcwarren4
Posts: 3722
Joined: Wed Jul 02, 2003 7:00 am
Location: Indianapolis, IN

Post by mcwarren4 »

I thought we did random cash treasures in the past or in some other core did we not?

edit - random value levels I mean
Last edited by mcwarren4 on Wed May 14, 2008 12:17 pm, edited 1 time in total.
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Grim_Reaper_4u
Posts: 356
Joined: Wed Jul 30, 2003 7:00 am
Location: Netherlands

Post by Grim_Reaper_4u »

mcwarren4 wrote:QUOTE (mcwarren4 @ May 14 2008, 02:17 PM) I thought we did random cash treasures in the past or in some other core did we not?

edit - random value levels I mean
Yeah I think it was up to 1k right? It got axed soon after because it was too easy get a lot of cash I think plus I'd rather have my scouts do useful stuff besides chase cashboxes /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
juckto
Posts: 2332
Joined: Sat Jul 30, 2005 7:00 am
Location: NZ

Post by juckto »

Could cashboxes be given negative values?
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Kltplzyxm
Posts: 2623
Joined: Thu Apr 12, 2007 4:36 pm

Post by Kltplzyxm »

SURPRISE! YOUR TEAM JUST LOST $250. DO NOT GO PAST GO.

*nyuk nyuk nyuk*
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

"madpeople has requested $-50000 for a adv scout press [insert] to accept"

/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

i suppose you could try and throw them at enemy ships about to dock to make them loose money.

unless you mean floating money, but that seems a bit mean making cash pickups a gamble, and mysteriously loosing money is a bit weird really. (despite what life tells us)
Sushi
Posts: 405
Joined: Sat Oct 30, 2004 7:00 am

Post by Sushi »

Powerups ARE treasure, right? So the GC can just turn them off (although nobody ever does... seems people like them).

Personally, I think that although in theory they're silly (for conquest, anyway), in practice they add to the game and make it more fun and interesting.

For non-conquest games, there should be MORE powerups and treasure. A DM-oriented core could make very very good use of them.
Andon
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Location: Maryland, USA
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Post by Andon »

Floating cash can't be given negative values.

You can give ships negative cost. It gives you money upon launch.

You can also give pods a cost, and gain money whenever a pod is rescued.
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