Cores for R5

Development areas for Allegiance core (IGC) design.
Gappy
Posts: 461
Joined: Wed Nov 08, 2006 7:35 pm

Post by Gappy »

WhiskeyGhost wrote:QUOTE (WhiskeyGhost @ Sep 13 2007, 01:52 AM) This also ties into an idea i've been scribbling on involving a core where you can specialize your team via GA's in the Garrison using GA's that not only improve, but worsen some stats (for example: GA:Optical Camouflage = Reduces All ships Signature by 10% but lowers hull strength 5%).
You can already do this right now. You can also make another GA available to reverse that upgrade.

Things I would like to see:The ability for a tech upgrade to upgrade future bases, but not already existing bases.More smallrip flagsSmallrip probes (along with a new warning for 'Enemy Teleport Probe Spotted')Smallrip basesA generic constructor which builds a base depending on the type of rock, i.e. Generic Techbase Con, builds an Exp when built on U, Tac on Si rock, Sup on C rock, SY on generic rock.
We've upped our standards. Up yours.
asheron2k
Posts: 360
Joined: Sat Feb 05, 2005 8:00 am
Location: Texas

Post by asheron2k »

Gappy wrote:QUOTE (Gappy @ Sep 13 2007, 07:14 PM) A generic constructor which builds a base depending on the type of rock
... I had actually coded that up(and partially tested it), although there was interest no one requested the code... since then I've had to reformat and lost all my allegiance related "stuff"

I could probably talk someone through the method I used though.

EDIT: I should also mention that it was fairly dirty and anyone with half a brain(and a c++ reference book) could have done it better.
Last edited by asheron2k on Fri Sep 14, 2007 3:02 am, edited 1 time in total.
Clay_Pigeon wrote:QUOTE(Clay_Pigeon @ May 13 2008, 08:24 PM) can i post a story about my cat flying an elf?
Andon
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Post by Andon »

Thinking, I'd like the option of disabling a base's shield
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KGJV
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Post by KGJV »

Andon wrote:QUOTE (Andon @ Sep 17 2007, 12:23 AM) Thinking, I'd like the option of disabling a base's shield
what do you mean by 'disabling' ?
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KGJV
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Post by KGJV »

Gappy wrote:QUOTE (Gappy @ Sep 14 2007, 02:14 AM) A generic constructor which builds a base depending on the type of rock, i.e. Generic Techbase Con, builds an Exp when built on U, Tac on Si rock, Sup on C rock, SY on generic rock.
How this would work ? how the code would decide with base to build.

Exp building on U, Tac on Si, etc are not hardcoded but are just properties of corresponding stations.

What with GT and their research station ?

One way to do this would requires to link a list of [rock type,station] pair to that special constructor and make a new type of entries in the core (atm constructors have no direct entries, the're part of stations and ships) or use the 'drone' type.

This can be done (after all almost every thing is doable /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> but would require lots of code.
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Andon
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Post by Andon »

KGJV wrote:QUOTE (KGJV @ Sep 16 2007, 08:44 PM) what do you mean by 'disabling' ?
Have it like ships - If they have no shields, the shield bar doesn't show up. As it currently stands, a station with a shield value of '0' still has to take some damage before the shields are counted as 'down' and a HTT can cap it. Just have it so that if the shield is set to '0' then it has no shield and works like that.
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KGJV
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Post by KGJV »

I've updated the OP. Plz review and tell me if i forgot something.
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Adaven
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Location: Greater Ozarks

Post by Adaven »

The most relelvant overlooked stuff I could find in previous posts:

-Splitting GA's: separate pw and ew damage ga's, Sensor-> Base, ship, and probe versions, turn rate and torque into x,y, and z versions, etc.
-Ability to give a weapon's AoE damage a different DM class.
-TP probes have definable energy available
-Starting drones besides miners (cons, tower, etc already launched at game start)
-Scan Range on Missles

And probably more difficult:
-Define a percentage ratio. This value will determine an amount of cash to be dropped from a destroyed miner (via cashboxes) proportional to the amount of he3 in cargo..
Last edited by Adaven on Tue Sep 18, 2007 4:46 pm, edited 1 time in total.
Adaven
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Post by Adaven »

Also you skipped someone's suggestion that GA's have the option of being lost when the tech base is killed.
KGJV
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Post by KGJV »

tx i've updated the OP except for destroyed miner yielding cash boxes.
Last edited by KGJV on Tue Sep 18, 2007 5:04 pm, edited 1 time in total.
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