0.48.3 - Notes on the new space combat system

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Minku
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Post by Minku »

Aye...

Ships being more to scale might be nice too... Freighters being big and hard to slow, X-fighters small and easy to stop...

Course.. having said that, the capital ship thing I raised up a few posts ago could be done off that...
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GK8000
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Post by GK8000 »

More and more people are starting to think like old GK.... first faction owned stations... then faction owned planets! Then galactic civil war! Saving all this for one big feature request post (*cough* multiplayer ships with fancy insides *cough*) ^_^
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Minku
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Post by Minku »

Bastard, I am the one that came up with the faction planets idea...

Complete with troop transports for invasion ect... but thats technical :P
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GK8000
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Post by GK8000 »

Don't get me started minku... I've been talking bout this stuff before you were born... and I have witnesses! but now we're offtopic.... uh... me want missiles.... >_>
theseer
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Post by theseer »

put me out of context gk.. i'm gonna get ya :p

I meant A.I [if that] controlled stations, split into groups so you can request "a.i" protection in specific sectors you trade in.
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GK8000
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Post by GK8000 »

Pfft... too flawed, living breathing bounty hunters/body gaurds (whatever you want to call em) would be much more fun to hire than AI's.... if that's what you're gettin at... blockading planets with spacestation tollbooths controlled by certain people would still be a good idea though... imo
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Sonro
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Post by Sonro »

and why would I (or anyone else) put myself (or my ship) on the line to protect you GK? the wage you were offering would have to be at least as substantial as the best trade route in the inner sytems - call it danger money. somehow I dont think you'd be able to afford protection :)

as for ai bots - where's the fun in that?

now, if certain people's piracy starts getting on the nerves of a group of pals/co-traders in space, nothing wrong with starting and co-ordinating a vigilante group, which will be of mutial benefit. the better the co-ordination, the better the results. and the heightened risk factor of takin you're own ship out after a killer - much more entertainin

or are you all scared enough to need AI?

:D
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Post by theseer »

Its not so much A.I as it is ... err.... a missile fired from a .... brainless non-ship ship part... and I mean from stations people! Not actual flying ships dispatched to fight! Well, the game's current population doesn't really warrant vigiliante groups, and the games space trading population even further restricts that.
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Sonro
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Post by Sonro »

theseer wrote: the game's current population doesn't really warrant vigiliante groups, and the games space trading population even further restricts that.
true. AFAIK the game population will be addressed by publicity that fooli's got up his sleeve for next month. big trick will be keeping the visitors - which is, in part at least, up to all of us :)

as for the space trading polulation - tru for now - but I'm hopin this whole piracy aspect will broaden the appeal of that, interest seems high for now. if even 50% of that interest remains after novelty value has worn off, space will become much less predictable and much more challenging - as a (mainly) space player, this is definately something I'm looking forward to. vigilante groups etc can and should develop naturally as part of that unpredictablitiy as the game feel changes and more people become involved in space.

its a huge learning experience (esp for the coders) figuring out what what works and what doesnt in this game, without it merely being turned into a clone of all those other (IMHO) more structured/restricted and therefore more limited games out there, with player communities whose ideas and involvements are undervalued or ignored (unlike here - even the nutty/too hard to code ideas get a response....)

its also been a huge learning experience on a personal level - not only have i gotten to know people in the 3 months I've been playing, and been able to advise other (sometimes more seasoned) players getting stiuck in space - I've been teaching myself photoshop and started texturing models - some of which are in use :), and I've started playing with 3d modelling stuff and am coming up with my own wierd and wonderful creations. great fun - all from an online freebie game (and i still have time to go to work & have a life ....)

Long may it continue :lol:

slightly rambling, and semi-off topic, but hey....
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Mit
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Post by Mit »

always nice to read someone really gettin it :]

Its important to remember what the experience is like for those new players who aren't (yet) into the whole thing you've described.. Its very easy to be blinded by how much fun all the creative possibilities are, and forget that most new people see it as just a game - they won't see how cool all the stuff you can do is.. their main opinion on the game is gonna be based on whateva they see/do on the first world they go to, or their first encounter with someone in space.

I'll be doin my bit to try to make it as smooth and fun a process as possible.. any help from the community to make the experience better is always appreciated.

Heres my current rough plan/schedule for the next month or two..
Next week - 0.48.3 - with 'complete' space combat, new gal radio & whateva other bits come up.
End Nov - Add walk-thru tutorial for new players to space, finalise galactic items, add some more specials in remote systems, finish nice new landscape renderer, fill in more help screens. (Possibly - Add asteroid mining, space bounties)
First week of december - Finalise gal economy, activate pirating, finalise the arrangement of the starting systems and add some new 'staff' planets - Zion 2 (A slow, market economy & crowfighting combo), a new, long-term traditional economy (thats never reset), maybe another like republic but shorter + maybe something short and blasty.. (And ideally, enuf woomphing and subspace to make a server list for iridisbeta)
Second week of december - 0.50.0 (Might haveta skip a few numbers ;] ) - which'd be left unchanged until the new year, except for any critical fixes.
Mid December - Reset galaxy (Probably 15th Dec). Make a mini announcement to mailing list. (and hopefully 'stress-test' the new systems a bit)
Late december- 'Press release' to lots of sites.

.. therell no doubt be various other bits added too - including stuff to make world creation easier and more varied - but thats the main plan. (Now is a good time to submit (or re-submit) those critical requests/bug reports, if you think theres something significant that ive missed off there).
big trick will be keeping the visitors - which is, in part at least, up to all of us
Aye yeh :]. Any help from those of you who really want to help the game grow will be most welcome, particularly in the second half of december, when sitting about in the starting systems (on planets or in space) and welcoming newbs & answering their questions will be one of the most important things that can be done to increase the game's population.
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Post by Fooli »

Mit wrote:Heres my current rough plan/schedule for the next month or two..
Now that's a dead give-away. A schedule? Even a rough one? Mit's obviously been kidnapped by aliens :]

f
theseer
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Post by theseer »

50.0 without walk in houses! Blasphemy! He has been kidnapped by aliens :)
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Mit
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Post by Mit »

ya can have walk in houses now if you know how.. they're just a bit crap and there hasnt been any proper interiors built yet.
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Minku
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Post by Minku »

Soon we will have interchangeable weapons for vehicles too?
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zaroba
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Post by zaroba »

if you mean for vehicles on worlds, thats already possible.

thiers settings to allow you to use any weapon with any vehicle just by selecting it in your inventory
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Post by Earlu »

Just a little input on the bounty. Would it be possible to implement a system where those attacked could add credits to the bounty?

If I was attacked, (killed or not?) I would get the option to add as many credits as I like to the bounty on that particular person. Democratic assasination, in a way.
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