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Posted: Fri Sep 14, 2007 12:14 am
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.

Posted: Fri Sep 14, 2007 2:58 am
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.

Posted: Sun Sep 16, 2007 10:23 pm
by Andon
Thinking, I'd like the option of disabling a base's shield

Posted: Mon Sep 17, 2007 12:44 am
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' ?

Posted: Mon Sep 17, 2007 12:54 am
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.

Posted: Mon Sep 17, 2007 1:13 am
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.

Posted: Tue Sep 18, 2007 4:22 pm
by KGJV
I've updated the OP. Plz review and tell me if i forgot something.

Posted: Tue Sep 18, 2007 4:43 pm
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..

Posted: Tue Sep 18, 2007 4:55 pm
by Adaven
Also you skipped someone's suggestion that GA's have the option of being lost when the tech base is killed.

Posted: Tue Sep 18, 2007 5:03 pm
by KGJV
tx i've updated the OP except for destroyed miner yielding cash boxes.