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From: Michael v. D. <mi...@ci...> - 2003-01-13 22:14:25
|
The race abilities setup version 2 Goals : Promote teamwork Force players to choose a style Create diversity Balancing tool for ship list Possible coded modifiers : Research Production Building Personal race relations Global race relations Racial kill Local tax Maximum Alignment Xp loss upon death *All subdivided into positive and negative Possible non-coded modifiers : Starting Alignment Robbery Alignment gain Xp gain upon kill Drone cost *All subdivided into positive and negative *In all that's 28 possible modifiers without counting values Default assignments per race : 1 permanent positive bonus (PB) 1 permanent negative bonus (PN) 1 positive bonus that promotes teamwork (PT) 1 negative bonus that promotes teamwork (NT) 1 starting modifier (SM) Perceived race segregation : Zyck'lirg - A bug race that has so much population that building is fast and xp means very little Xollian - Hunters that have trouble getting along with other races in various ways KEA - Major traders that are friendly with everyone but have trouble producing due to inefficiency Paragon - A tech loving race that are good at research but lack any real distinction Mawlor - Born warriors that are good at fighting but don't like to lose and consider building and research beneath them Now to assign abilities to each race without values Zyck'lirg : PB) X% less xp loss upon death PP) X% less xp gain upon kill PT) X% less cost to build NT) X% more cost to research SM) -X alignment Xollian : PB) X% more alignment gained upon evil kill PN) Maximum Alignment < 500 PT) X% less cost to produce weapons NT) X% more cost to research SM) -X global race relations KEA : PB) Unaffected by global race relations PN) X% less money from racial kill PT) X% less cost to purchase drones NT) X% more cost to produce weapons SM) +X alignment Paragon : PB) X% less alignment gained upon evil kill PN) Maximum Alignment > 500 PT) X% less research cost NT) X% more cost to purchase drones SM) +X personal race relations Mawlor : PB) X% more xp gain upon kill PN) X% more xp loss upon death PT) X% less cost to produce weapons NT) X% more cost to build SM) -X personal race relations --- BRUTICUS Aka Michael van Dongen |
From: Michael v. D. <mi...@ci...> - 2003-01-13 22:08:11
|
The race abilities setup version 2 Goals : Promote teamwork Force players to choose a style Create diversity Balancing tool for ship list Possible coded modifiers : Research Production Building Personal race relations Global race relations Racial kill Local tax Maximum Alignment Xp loss upon death *All subdivided into positive and negative Possible non-coded modifiers : Starting Alignment Robbery Alignment gain Xp gain upon kill Drone cost *All subdivided into positive and negative *In all that's 28 possible modifiers without counting values Default assignments per race : 1 permanent positive bonus (PB) 1 permanent negative bonus (PN) 1 positive bonus that promotes teamwork (PT) 1 negative bonus that promotes teamwork (NT) 1 starting modifier (SM) Perceived race segregation : Zyck'lirg - A bug race that has so much population that building is fast and xp means very little Xollian - Hunters that have trouble getting along with other races in various ways KEA - Major traders that are friendly with everyone but have trouble producing due to inefficiency Paragon - A tech loving race that are good at research but lack any real distinction Mawlor - Born warriors that are good at fighting but don't like to lose and consider building and research beneath them Now to assign abilities to each race without values Zyck'lirg : PB) X% less xp loss upon death PP) X% less xp gain upon kill PT) X% less cost to build NT) X% more cost to research SM) -X alignment Xollian : PB) X% more alignment gained upon evil kill PN) Maximum Alignment < 500 PT) X% less cost to produce weapons NT) X% more cost to research SM) -X global race relations KEA : PB) Unaffected by global race relations PN) X% less money from racial kill PT) X% less cost to purchase drones NT) X% more cost to produce weapons SM) +X alignment Paragon : PB) X% less alignment gained upon evil kill PN) Maximum Alignment > 500 PT) X% less research cost NT) X% more cost to purchase drones SM) +X personal race relations Mawlor : PB) X% more xp gain upon kill PN) X% more xp loss upon death PT) X% less cost to produce weapons NT) X% more cost to build SM) -X personal race relations --- BRUTICUS aka Michael van Dongen |
From: Michael v. D. <mi...@ci...> - 2003-01-13 21:49:29
|
The race abilities setup version 2 Goals : Promote teamwork Force players to choose a style Create diversity Balancing tool for ship list Possible coded modifiers : Research Production Building Personal race relations Global race relations Racial kill Local tax Maximum Alignment Xp loss upon death *All subdivided into positive and negative Possible non-coded modifiers : Starting Alignment Robbery Alignment gain Xp gain upon kill Drone cost *All subdivided into positive and negative *In all that's 24 possible modifiers without counting values Default assignments per race : 1 permanent positive bonus (PB) 1 permanent negative bonus (PN) 1 positive bonus that promotes teamwork (PT) 1 negative bonus that promotes teamwork (NT) 1 starting modifier (SM) Perceived race segregation : Zyck'lirg - A bug race that has so much population that building is fast and xp means very little Xollian - Hunters that have trouble getting along with other races in various ways KEA - Major traders that are friendly with everyone but have trouble producing due to inefficiency Paragon - A tech loving race that are good at research but lack any real distinction Mawlor - Born warriors that are good at fighting but don't like to lose and consider building and research beneath them Now to assign abilities to each race without values Zyck'lirg : PB) X% less xp loss upon death PP) X% less xp gain upon kill PT) X% less cost to build NT) X% more cost to research SM) -X alignment Xollian : PB) X% more alignment gained upon evil kill PN) Maximum Alignment < 500 PT) X% less cost to produce weapons NT) X% more cost to research SM) -X global race relations KEA : PB) Unaffected by global race relations PN) X% less money from racial kill PT) X% less cost to purchase drones NT) X% more cost to produce weapons SM) +X alignment Paragon : PB) X% less alignment gained upon evil kill PN) Maximum Alignment > 500 PT) X% less research cost NT) X% more cost to purchase drones SM) +X personal race relations Mawlor : PB) X% more xp gain upon kill PN) X% more xp loss upon death PT) X% less cost to produce weapons NT) X% more cost to build SM) -X personal race relations To be continued, preferably based on some feedback as always --- BRUTICUS aka Michael van Dongen |
From: Oliver D. B. <oli...@ma...> - 2003-01-12 12:41:51
|
I am not using brayns old recursive but smorks breath first search written in C++. It dosent even use the DB, but a binary representation of the galaxies. But even then it takes it about 1 sec to find a DI, the old recoursive ones could take 10-20 minutes depending on lag. ----- Original Message ----- From: "Julien Vermillard" <jve...@ya...> To: "openme" <ope...@li...> Sent: Saturday, January 11, 2003 1:36 PM Subject: Re: [Openme-developers] KevKev paid devguys a visit DIs are limited to 8 due to DI recursive updating aglorithm uncapping it is a BAD idea with actual system Le sam 11/01/2003 à 06:55, Farid Khan a écrit : > Here is some information he wanted to share with the dev list, but was > unable to send it… > > > > [00:36:17] <KevKev> hey i'm tryin gto send am email to the Dev list > but my SMTP server is having problems.. can you drop a reply to the > trade system topic on the list for me? > > [00:42:31] <KevKev> I can see you're up to your eyes in ship stuff :) > if you get a chance drop the below spam on the dev mailinglist > > [00:42:33] <KevKev> Shouldn't be too bad to balance this out with some > creative formulas. > > [00:42:33] <KevKev> For instance if Yield = Value((3.9DI^.35)-3) then > with a value of 1 and > > [00:42:33] <KevKev> where DI = 42 yields 11.43 > > [00:42:33] <KevKev> Where DI = 32 yields 10.11 > > [00:42:33] <KevKev> Where DI = 24 yields 8.86 > > [00:42:35] <KevKev> where DI = 21 yields 8.32 > > [00:42:37] <KevKev> where DI = 16 yields 7.29 > > [00:42:39] <KevKev> where DI = 11 yields 6.03 > > [00:42:41] <KevKev> where DI = 8 yields 5.08 > > [00:42:43] <KevKev> where DI = 4 yields 3.34 > > [00:42:45] <KevKev> where DI = 2 yields 1.97 > > [00:42:47] <KevKev> What is the current formula anyway so that I can > try to get a feel for how > > [00:42:49] <KevKev> to construct the curve > > [00:43:09] * KevKev is now known as AFKevKev > > [00:43:14] * AFKevKev is away: I'm busy > > [00:44:09] <Hawklan> Sorry, it is in the code somewhere... Middy > should be on in 2 to 4 hours > > [00:44:59] <AFKevKev> np :) just drop that on the list and i;ll catch > whoever replies to it :) for some reason my SMTP server doesnt; want > to sent to sourceforge > > [00:53:58] <Hawklan> ok > > > > > > Thanks > > > > Hawklan -- Julien Vermillard <jve...@ya...> ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld =omething 2 See! http://www.vasoftware.com _______________________________________________ Openme-developers mailing list Ope...@li... https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Julien V. <jve...@ya...> - 2003-01-11 12:43:59
|
DIs are limited to 8 due to DI recursive updating aglorithm uncapping it is a BAD idea with actual system Le sam 11/01/2003 =C3=A0 06:55, Farid Khan a =C3=A9crit : > Here is some information he wanted to share with the dev list, but was > unable to send it=E2=80=A6 >=20 > =20 >=20 > [00:36:17] <KevKev> hey i'm tryin gto send am email to the Dev list > but my SMTP server is having problems.. can you drop a reply to the > trade system topic on the list for me? >=20 > [00:42:31] <KevKev> I can see you're up to your eyes in ship stuff :) > if you get a chance drop the below spam on the dev mailinglist >=20 > [00:42:33] <KevKev> Shouldn't be too bad to balance this out with some > creative formulas. >=20 > [00:42:33] <KevKev> For instance if Yield =3D Value((3.9DI^.35)-3) then > with a value of 1 and >=20 > [00:42:33] <KevKev> where DI =3D 42 yields 11.43 >=20 > [00:42:33] <KevKev> Where DI =3D 32 yields 10.11 >=20 > [00:42:33] <KevKev> Where DI =3D 24 yields 8.86 >=20 > [00:42:35] <KevKev> where DI =3D 21 yields 8.32 >=20 > [00:42:37] <KevKev> where DI =3D 16 yields 7.29 >=20 > [00:42:39] <KevKev> where DI =3D 11 yields 6.03 >=20 > [00:42:41] <KevKev> where DI =3D 8 yields 5.08 >=20 > [00:42:43] <KevKev> where DI =3D 4 yields 3.34 >=20 > [00:42:45] <KevKev> where DI =3D 2 yields 1.97 >=20 > [00:42:47] <KevKev> What is the current formula anyway so that I can > try to get a feel for how >=20 > [00:42:49] <KevKev> to construct the curve >=20 > [00:43:09] * KevKev is now known as AFKevKev >=20 > [00:43:14] * AFKevKev is away: I'm busy >=20 > [00:44:09] <Hawklan> Sorry, it is in the code somewhere... Middy > should be on in 2 to 4 hours >=20 > [00:44:59] <AFKevKev> np :) just drop that on the list and i;ll catch > whoever replies to it :) for some reason my SMTP server doesnt; want > to sent to sourceforge >=20 > [00:53:58] <Hawklan> ok >=20 > =20 >=20 > =20 >=20 > Thanks >=20 > =20 >=20 > Hawklan --=20 Julien Vermillard <jve...@ya...> |
From: Farid K. <Far...@ro...> - 2003-01-11 05:58:13
|
Here is some information he wanted to share with the dev list, but was unable to send it. [00:36:17] <KevKev> hey i'm tryin gto send am email to the Dev list but my SMTP server is having problems.. can you drop a reply to the trade system topic on the list for me? [00:42:31] <KevKev> I can see you're up to your eyes in ship stuff :) if you get a chance drop the below spam on the dev mailinglist [00:42:33] <KevKev> Shouldn't be too bad to balance this out with some creative formulas. [00:42:33] <KevKev> For instance if Yield = Value((3.9DI^.35)-3) then with a value of 1 and [00:42:33] <KevKev> where DI = 42 yields 11.43 [00:42:33] <KevKev> Where DI = 32 yields 10.11 [00:42:33] <KevKev> Where DI = 24 yields 8.86 [00:42:35] <KevKev> where DI = 21 yields 8.32 [00:42:37] <KevKev> where DI = 16 yields 7.29 [00:42:39] <KevKev> where DI = 11 yields 6.03 [00:42:41] <KevKev> where DI = 8 yields 5.08 [00:42:43] <KevKev> where DI = 4 yields 3.34 [00:42:45] <KevKev> where DI = 2 yields 1.97 [00:42:47] <KevKev> What is the current formula anyway so that I can try to get a feel for how [00:42:49] <KevKev> to construct the curve [00:43:09] * KevKev is now known as AFKevKev [00:43:14] * AFKevKev is away: I'm busy [00:44:09] <Hawklan> Sorry, it is in the code somewhere... Middy should be on in 2 to 4 hours [00:44:59] <AFKevKev> np :) just drop that on the list and i;ll catch whoever replies to it :) for some reason my SMTP server doesnt; want to sent to sourceforge [00:53:58] <Hawklan> ok Thanks Hawklan |
From: Andrei G. <and...@ho...> - 2003-01-09 22:46:22
|
my vision of.. _________________________________________________________________ Add photos to your e-mail with MSN 8. Get 2 months FREE*. http://join.msn.com/?page=features/featuredemail |
From: Andrei G. <and...@ho...> - 2002-12-30 20:09:47
|
this is my view of the Explorer _________________________________________________________________ Protect your PC - get McAfee.com VirusScan Online http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 |
From: Danny F. <da...@fr...> - 2002-12-28 10:31:41
|
Hi Would REALLY like to see some work done on the combat code. Gimme status. At 10:54 2002-12-23 +0100, Angelo Schneider wrote: >Hi, > >As expected my DSL does not work. > >However I can read mails via ISDN ... I continu the design on combat and >message W1 at teh start of next year. > >I wish you all a nice Chrismas party and a wild new year party! > >Have fun! > >Angelo > >---------------------------------------------------------------------- >Angelo Schneider OOAD/UML Ang...@oo... >Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 >76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >Openme-developers mailing list >Ope...@li... >https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Oliver D. B. <oli...@ma...> - 2002-12-23 22:55:19
|
Can I suggest that we do not delete all accounts for next game, that we = keep the member accounts (we need to anyway). I want to use that for = newbie mission reference. Eg (g)old members get a choice of going = directly into the game and past the newbie mission. The rest will have = to complete them, and why?. Because whenever people see a manual or = toutorial they skip it immidiatly. Also we get a chance to test it :) I'll start on the newbie mission from the 6th since I have an exam from = that day. I'll prolly finish racial stuff before. I dont need to change = that much more Middy |
From: Angelo S. <ang...@oo...> - 2002-12-23 09:55:14
|
Hi, As expected my DSL does not work. However I can read mails via ISDN ... I continu the design on combat and message W1 at teh start of next year. I wish you all a nice Chrismas party and a wild new year party! Have fun! Angelo ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: Zola <zo...@zo...> - 2002-12-22 02:41:01
|
Well, what about another table? You would have the foreign keys of structure_type, planet_id, and another field, say structure_strength which contained a preassigned number of points per building. During the hourly cronjob, the building loses a couple of points and the table is updated. Points can be added through maintenance at any time. Z At 05:12 PM 12/20/2002 +0100, LJC. van Riel wrote: >>>Ever since the beginning of this game we saw the option Maintenance >>>under Base Construction, and it has always been empty. I have a proposal >>>to start and make use of this option that will add to the touch and feel >>>of bases and base-management. >>-snipp- >>I agree completely and I have had this on the wish list a long time, i >>like your "large picture" it feels like somehting that could be >>implemented rather quickly. Could it be completed before the 14 Jan launch? > >I feel that should be possible, since most is adding to existing code. >Extending the planet tables is easy, and adding the data for >construction_points / max_construction_points to the planet_structures >table can be done at the same time as the record for the new structure is >created/updated (and with the same script), getting the raw data for the >system is readily available. Changing the pages to enclose the penalties >is mostly adding the a small check and adding a variable to express the >penalty. > >Subtracting the damage daily, plus consequences and distributing the >construction point from maintenance over the present buildings will be >hardest, especially since there is no individual record for multiple >buildings of the same type on a base. All in I think the scripts are >hardest and they will take most time to get right. With 3 weeks to go, it >must be possible to get it done. > > > >------------------------------------------------------- >This SF.NET email is sponsored by: The Best Geek Holiday Gifts! >Time is running out! Thinkgeek.com has the coolest gifts for >your favorite geek. Let your fingers do the typing. Visit Now. >T H I N K G E E K . C O M http://www.thinkgeek.com/sf/ >_______________________________________________ >Openme-developers mailing list >Ope...@li... >https://lists.sourceforge.net/lists/listinfo/openme-developers "What are we going to do tonight, Brain?" "The same thing we do every night, Pinky. We're going to try to take over the world!!" ---Pinky and the Brain Visit me at <www.zolaweb.com>! ICQ#2048151 |
From: Julien V. <jve...@ya...> - 2002-12-21 15:51:30
|
don't forgot to extend membership keys of the time of the downtime -- Julien Vermillard <jve...@ya...> |
From: Oliver D. B. <oli...@ma...> - 2002-12-20 22:55:15
|
First I would like to say that I am not trying to be a party stopper. I = very much like this idea and the preleminary work put into it are = exellent. I'll first sum up the current state of the DB concerning planets and = bases and the state of EP in regards of contruction. A planet is represented by the table ports, that has a forign key to = table planet_type. A base is represented by table planets, ports versus = planets is a 1 to many relation. The reason for these confusing names is = historical and was a hack when the first prototype of the new trading = system was implemented. It was done to prevent redoing the EP part of = construction and bases screens (former planets) completely. Apart from the misleading name the table planets contains data for all = the old bryan-ME structures. That means=20 a.. shield hangars (amount + current amount of shields installed + max = amount)=20 b.. drone hangars (amount + current amount of dronesinstalled + max = amount)=20 c.. turrets (amount + max amount)=20 d.. disrupter missiles (amount + current amount of disrupters = installed + max amount) or maybe I fixed this one...=20 e.. Scanner (amount max amount)=20 f.. Stargate (build time, build yes/no , linked to sector, linked to = planet_id) This data is ALSO in the planet_structures table. At least part of it. = The number of shields installed is only in the table planets. What about = the EP then. yes the EP updated BOTH tables thus we maintain redundant = tables and the max number of buildings values are prolly read from = several tables. So we have redundant data in the DB. We have a very large table for = bases (table planets), containing large full text fields cluttering up = memory.What about the code?. The code is mostely copy/paste spread out = over several files. Most features in a base is handled by = planet_update.php wich is a 3000+ lines of very confusing code and very = hard to correct code. The contruction is handled by planet_build.php. I = habe together with vrm spent many mnay hours debugging these pages = correcting them and improving, and only until recently could a new = building be added in the DB without one had to edit the scripts. So whats my point. Well if we take the basis we have, and thats basicly = crap :). And we put ontop of it a complicated system like this proposal. = Well its bug time. It wont be easy to extend and it wont be done in 14 = days (especially in christmas). It wont be easy to just add to the code = since its likely to be stored several places.=20 So should we improve the basics before we add more complexity?.Should we = just paste it on top of the old code I would recomment extending = restarttime then :) Sidenote. I would reccoment to use the existing python EP. For several reasons. = First of all ME is hard enough to set up as it is. If we add a new = language into the EP as C/C++ we only achive more complexity. A C++ = program will in it self run faster than the current python script, but = it will not run overall faster since it will be stalled by the DB as our = current EP is. The last reason is that we should try to move the EP = towards the pHP code for code reuse. The market is a hybrid between PHP = and python it uses the PHP message object created by smork to send = warnings to players. This way we lessen the MANY MANY bugs that appear = by having the same code all over the place. |
From: LJC. v. R. <va...@wa...> - 2002-12-20 16:11:05
|
>>Ever since the beginning of this game we saw the option Maintenance under >>Base Construction, and it has always been empty. I have a proposal to >>start and make use of this option that will add to the touch and feel of >>bases and base-management. >-snipp- >I agree completely and I have had this on the wish list a long time, i >like your "large picture" it feels like somehting that could be >implemented rather quickly. Could it be completed before the 14 Jan launch? I feel that should be possible, since most is adding to existing code. Extending the planet tables is easy, and adding the data for construction_points / max_construction_points to the planet_structures table can be done at the same time as the record for the new structure is created/updated (and with the same script), getting the raw data for the system is readily available. Changing the pages to enclose the penalties is mostly adding the a small check and adding a variable to express the penalty. Subtracting the damage daily, plus consequences and distributing the construction point from maintenance over the present buildings will be hardest, especially since there is no individual record for multiple buildings of the same type on a base. All in I think the scripts are hardest and they will take most time to get right. With 3 weeks to go, it must be possible to get it done. |
From: LJC. v. R. <va...@wa...> - 2002-12-20 12:12:25
|
Ever since the beginning of this game we saw the option Maintenance under Base Construction, and it has always been empty. I have a proposal to start and make use of this option that will add to the touch and feel of bases and base-management. The obvious use of the maintenance section of base construction would be not to construct a new building but to repair damage to existing constructions. Each maintenance would require about 1 hour and 10% of the goods and money required for construction and yield i.e. 50% construction points. (yield per maintenance type could also vary.) The base status screen would display the currently present buildings and their respective mean 'health' (as %). The System: The 'health' of constructions will have to degrade in time (a 1-10 of construction points a day) depending on the size of a building, this could be done by running a daily script. For the constructions presently available (and to be added for next Generation) I propose the following downgrade times: Shield Generators (250 construction points, downgraded 2 points a day), down to 60% in 50 days) Drone Hangars (250 construction points, downgraded 2 points a day), down to 60% in 50 days) Turrets (500 construction points, downgraded 1 point a day), down to 40% in 100 days) Warp Inhibitor (750 construction points, downgraded 10 points a day, loss of functionality in 38 days) TriFocus Plasma (750 construction points, downgraded 10 points a day, loss of functionality in 38 days) Battle Mngmt Ctrl Unit (1250 construction points, downgraded 15 points a day, loss of functionality in 42 days) Disruptor Missiles (250 construction points, downgraded 5 points a day, destruction after 100 days) Research Center (1750 construction points, downgraded 20 points a day, loss of functionality in 70 days) Weapons Factory (1500 construction points, downgraded 20 points a day, loss of functionality in 60 days) Technology Center (1000 construction points, downgraded 12 points a day, loss of functionality in 59 days) Blueprint Office (250 construction points, downgraded 1 point a day, loss of functionality in 63 days) Goods Storage (250 construction points, downgraded 2 points a day, destruction after 126 days) NB.: See the examples on the bottom for maintenance schemas on different build level bases: Penalties: The penalty for the respective constructions per lost %construction point would be: * ShieldGenerators ( -1 shield per Generator, with a max. loss of 200 shields or 40%) * DroneHangar (-1 drone per Hangar, with a max. loss of 20 drones or 40%) * Turret (-1% accuracy, with a minimal accuracy of 40%) * Research Center (+5% research time after the loss of the first 100 construction points, +15% for the next 400 construction points, +30% up to loss of 80% of construction points, loss of functionality after that) * Weapons Factory (+5% construction time after the loss of the first 100 construction points, +25% for the next 400 construction points, +50% up to loss of 80% of construction points, loss of functionality after that) * Technology Centre (to be added) (+5% construction time after the loss of the first 100 construction points, +25% for the next 400 construction points, +50% up to loss of 80% of construction points, loss of functionality after that) * Blueprint office: loss of functionality after the loss of 50% of construction points * Stockpiles: collapse of 1 Good Storage (plus the surplus goods) after the loss of 50% of the construction points (this will only apply to the additional Good Storages, the standard 6 available ones will not be part of this system) * WarpInhibitor: loss of functionality after the loss of 50% of construction points * TriFocusPlasma: loss of functionality after the loss of 50% of construction points * Battle Management Control Unit: loss of functionality after the loss of 50% of construction points * Disruptor Missiles: Destruction/Write-off of 1 DM after the loss of 80% of construction points Advanced Hangars/Hangars (no penalties, not part of this system) Scanner (no penalties, of little use as is...) Stargates (no penalties, limited lifespan as is...) Online Market Interface (no penalties, not part of this system) NB.: All numbers are debateable. NB.2: Penalty in the form of an extra production time for the Research Center, Weapons Factory and Technology Center are static, but maybe a scale would add a better incentive to keep the these buildings well maintained. Implementation: Implementation of this system would require an extension of the table 'planet_structures' with the fields construction_points (or just points) int4, construction_points_max (or just points_max) int4, damage_points int2, and in_operation bool(ean) (default 't(rue)'). The table 'planet_structure_types' would also have to be extended with the field construction_points_max, as a basic setting. The double place to keep this data would be to have a single point of reference, not hard_coded, to fill the planet_structures table and to enable the use of only 1 table to operate the system after construction has finished. All good_xx fields could be removed, since they serve no purpose with required raw materials stored in the field cargo. A new python script (or C/C++ if that is feasible) should be written to subtract the damage from the construction_points. Also this script would have to check if Goods Storage's and Disruptor Missiles's construction points have not dropped below their destruction point, and if so, deleted 1 from the present stack or delete the record upon reaching zero. Another check is for maximum loss on Shield Generators, Drone Hangars and Turrets, which would cancel out any further damage. (Debate: Do we want a destruction of defenses if a base is neglected). Added to this check would be the comparisson of present number of shields and Combat Drones to the maximum supported shields and CDs by the available buildings taking into account their 'health'. Also for WarpInhibitors, TriFocus Plasma and Battle Management Control Unit is should check for loss of functionality and set the boolean (false) in planet_structures if damage has reached and passed beyond 50%. For the Research Center, Weapons Factory, (Technology Center,) and Blueprint Office the script should check for loss of functionality too. To make the maintenance system felt, it is necessary to add coding to the pages: * 'ship_technology_update' where the presence of a WarpInhibitor is checked for functionality, * 'planet_defenses' where the result of the Battle Management Control Unit are displayed, * 'planet_attack' where the presence of the TriFocus Plasme is checked for functionality, * 'planet_research' where the presence of the Research Center is checked for functionality and penalty in research time is added, * 'planet_factory' where the presence of the Weapons Factory is checked for functionality and penalty in construction time is added, and the presence of the Blueprint Office is checked for functionality, * 'planet_technology' (to be added) where the presence of the Technology Center is checked for functionality and penalty in construction time is added, * 'current_sector_attack_results' where turret accuracy is added to the planet's array and an adjustment in the planet_attacks_ship function, OR all in 'lib/combat_system' where the global_accuracy variable is taken and a new accuracy variable is introduced to set the adjusted accuracy for this base in the function planet_attacks_ship. * 'planet' to display the current 'health' of the base's structures. TODO: - extend tables planet_structures, planet_structure_types - write python(??) script for daily subtraction of construction points - add maintenances as planet_structure_types - add functionality checks and penalties to involved pages - add 'health'-check to the planet-page. EXAMPLES of maintenance in action: A. Build Level 10 base with 20 Shield Generators and 12 Turrets: Daily losses: 20 Shield Generators x2 = 40 construction points, and 12 Turrets x1 = 12 construction points. 1 hour of Shield Generator maintenance would yield 125 construction points and compensates the full loss for 3 days. 1 hour of Turrets maintenance would yield 250 construction points and compensates the full loss for 20 days. B. Build Level 20 base with 30 Shield Generators, 10 DroneHangars and 22 Turrets, a WarpInhibitor, a TriFocus Plasma a Research Center and 6 Goods Storages: Daily losses: 30 Shield Generators x2 = 60 construction points, 10 Drone Hangars x2 = 20 construction points, and 22 Turrets x1 = 22 construction points. 1 WarpInhibitor = 10 construction points 1 TriFocus Plasma = 10 construction points 1 Research Center = 20 construction points 6 Goods Storages x2 = 12 construction points 1 hour of Shield Generator maintenance would yield 125 construction points and compensates the full loss for 2 days. 1 hour of Drone Hangar maintenance would yield 125 construction points and compensates the full loss for 6 days. 1 hour of Turrets maintenance would yield 250 construction points, which compensates the full loss for 11 days. 1 hour of WarpInhibitor maintenance would yield 375 construction points and is required at least once every 38 days to prevent the loss of functionality. 1 hour of TriFocus Plasma maintenance would yield 375 construction points and is required at least once every 38 days to prevent the loss of functionality. 1 hour of Research Center maintenance would yield 850 construction points and that would compensate the loss for 42 days. 1 hour of Goods Storage maintenance would yield 250 construction points, which compensates the full loss for 20 days C. Build Level 50 base with 70 Shield Generators, 30 DroneHangars and 52 Turrets, a WarpInhibitor, a TriFocus Plasma, a Research Center, a Weapons Factory, Blueprint Office and 10 Goods Storages: Daily losses: 70 Shield Generators x2 = 140 construction points, 30 Drone Hangars x2 = 60 construction points, and 52 Turrets x1 = 52 construction points. 1 WarpInhibitor = 10 construction points 1 TriFocus Plasma = 10 construction points 1 Research Center = 20 construction points 1 Weapons Factory = 20 construction points 1 Blueprint Office = 2 construction points 10 Goods Storages x2 = 20 construction points 2 hour of Shield Generator maintenance would yield 250 construction points and compensates the full loss for 1 day. 1 hour of Drone Hangar maintenance would yield 125 construction points and compensates the full loss for 2 days. 1 hour of Turrets maintenance would yield 250 construction points, which compensates the full loss for 5 days. 1 hour of WarpInhibitor maintenance would yield 375 construction points and is required at least once every 38 days to prevent the loss of functionality. 1 hour of TriFocus Plasma maintenance would yield 375 construction points and is required at least once every 38 days to prevent the loss of functionality. 1 hour of Research Center maintenance would yield 850 construction points and that would compensate the loss for 42 days. 1 hour of Weapons Factory maintenance would yield 750 construction points and compensates the full loss for 37 days. 1 hour of Blueprint Office maintenance would yield 125 construction points and is required at least once every 63 days. 1 hour of Goods Storages maintenance would yield 250 construction points, which is required at least once every 24 days (after 25 days the collective damage would be 500 construction points, at which point 1 Goods Storage would be considered a loss, since planet_structures does not keep individual records of the constructions) D. Build Level 100 base with 150 Shield Generators, 52 DroneHangars and 100 Turrets, a WarpInhibitor, a TriFocus Plasma, a Research Center, a Weapons Factory, a Blueprint Office, a Technology Center, 20 Goods Storages and 15 Disruptor Missiles: Daily losses: 150 Shield Generators x2 = 300 construction points, 52 Drone Hangars x2 = 104 construction points, and 100 Turrets x1 = 100 construction points. 1 WarpInhibitor = 10 construction points 1 TriFocus Plasma = 10 construction points 1 Research Center = 20 construction points 1 Weapons Factory = 20 construction points 1 Blueprint Office = 2 construction points 1 Technology Center = 12 construction points 20 Goods Storages x2 = 40 construction points 15 Disruptor Missiles x2 = 30 construction points 3 hour of Shield Generator maintenance would yield 375 construction points and compensates the full loss for 1 day. 1 hour of Drone Hangar maintenance would yield 125 construction points and compensates the full loss for 1 days. 1 hour of Turrets maintenance would yield 250 construction points, which compensates the full loss for 2 days. 1 hour of WarpInhibitor maintenance would yield 375 construction points and is required at least once every 38 days to prevent the loss of functionality. 1 hour of TriFocus Plasma maintenance would yield 375 construction points and is required at least once every 38 days to prevent the loss of functionality. 1 hour of Research Center maintenance would yield 850 construction points and that would compensate the loss for 42 days. 1 hour of Weapons Factory maintenance would yield 750 construction points and compensates the full loss for 37 days. 1 hour of Blueprint Office maintenance would yield 125 construction points and is required at least once every 63 days. 1 hour of Technology Center maintenance would yield 500 construction points and compensates the full loss for 41 days. 1 hour of Goods Storages maintenance would yield 250 construction points, which is required at least once every 12 days (after 13 days the collective damage would be 520 construction points, at which point 1 Goods Storage would be considered a loss, since planet_structures does not keep individual records of the constructions) 1 hour of Disruptor Missiles maintenance would yield 125 construction points and this would compensate the full loss for 4 days. |
From: ChrisN <Ch...@sh...> - 2002-12-17 12:11:27
|
The duel creation page (create_duel.php) is basically finished. Its access = is limited to members of the Admin Alliance. It can be used to setup a figh= t that cannot be interfered in between 2 between players. It works by trans= porting them, via the above page, to a 1x1 "Arena" galaxy. After the fight = is over (You can moniter its progress), you can send them back to where the= y were from the same page. Optional e-mail confirmation is available on the= page since this stuff will likely be ran at least partially out of the IRC= channels. There's an article by Forge in the paper touching on the subject= as well. Myself and Zola have come upon the idea of creating a tournament = of some sort using this page. I've used it myself for a very well matched f= ight against Hawklan. Sector is 10000 at the moment. Heck, you could even b= e evil and put some naughty person and yourself in the arena. ;) In summary, the page is /create_duel.php if you feel so inclined.. And, if = you have idea's about tournaments, don't hesitate to throw them out. "When it comes to be, the circle of light at the end of your tunnel... is j= ust a freight train coming your way" =B7ChrisN _____________________________________________________________ Get your free Shattered Mail email address, courtesy of PlanetSG.net! ---> = http://www.PlanetSG.net _____________________________________________________________ Select your own custom email address for FREE! Get yo...@yo... w/No = Ads, 6MB, POP & more! http://www.everyone.net/selectmail?campaign=3Dtag |
From: Farid K. <Far...@ro...> - 2002-12-13 20:19:23
|
Discussion forum for this is found on portal.advancedpowers.com. Look for ResetToDoList2003 Hawklan -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Oliver Due Billing Sent: December 13, 2002 12:17 PM To: ope...@li... Subject: Re: [Openme-developers] Missions Definitly a mine mission and a tech mission.. but its hard todo these missions...Without we end out in programming bots and large features. All teh missions can be done with very few lines of code in a central class, without big changes to the main game. If we start with the big schemes we usualy dont start at all and the4 idea becomes another great idea that never got implemented. Also kepping it simple and testing simple things makes debugging much easiere. We dont know if the feature works at all yet?.. What if it dosent and we made 5000 lines of code? :)... Happened before... So keep the missions clear and simple for starters. Test the concept. THEN if it works.. exspand... ----- Original Message ----- From: Farid Khan <mailto:Far...@ro...> To: 'Oliver Due <mailto:oli...@ma...> Billing' ; ope...@li... Sent: Friday, December 13, 2002 5:07 PM Subject: RE: [Openme-developers] Missions Hi, It looks good, I just think that there should be some kind of introduction to forces and such. entering/backing out of a minefield, dropping a scout and receiving a scout message. Understanding features like Cloak, Jump, IG, Tractor and Heat shields, The DSS, Dying<-- Most important, learn now while loss can be reversed easily instead out there when it could discourage. If you are going to do this, might as well go all the way. Trading. you might want to add something about Distance index, supply/demand, goods etc. Middy: Shall I 'Wiki' this? Hawklan -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Oliver Due Billing Sent: December 12, 2002 5:10 PM To: ope...@li... Subject: [Openme-developers] Missions OK this is to sum op the discussion that took place in the #devguys forum today 12/12-02. Missions should primarely be there to catch the new players attention and make them learn the different game aspects. So missions are also active toutorials without being toutoring. By that I mean that they should leave the exploration of the apspect to the players curiosity and skill, thus giving him the satisfaction of discovery. A very important aspect of gaming. The missions should start in a seperate mission galaxy and the player should recive missions in a special "mission center". He will also report back upon completion of the missions to this center. This also gives some code benefits, more to that later. The mission galaxy should preferably be mine free, some one wil always try to mine the mission center. Here is a short list of possible missions. Not that I keep them simple and easy. Both for implementation reasons and the fact that the introductive part of ME should be kept short, since we dont want to bore them away or frustrate them.Current Missions are shown in current sector as a link. When a mission is completed an xp reward is given. (players start somewhere away from missioncenter in a small ship with no weapons cababilities ) Mission 1 -Pathfinder - Report to mission center in sextor XXXX, use the courseplotter This introduces movement system. Mission 2. - Delivery boy - Find ore buy 30 units and bring it here. Introduces the goodfinding part of the pathfinder as well as trading system Mission 3. - Bank buisness - Find a bank and cash in the the 200K waiting for you there. Introduces the location part of the pathfinder as well as the bank Mission 4. - addons -Upgrade your ship with full holds and shields. New player gets first experience with how ships work. Mission 5. -money money money - Earn 1.5 mill. This mission will take some time.. But time is needed to learn the trading system.a quick introduction should be given or a reference to the manual. Preferable a reference so the manual is introduced. Mission 6.-New ride - Upgrade ship. A new ship should be bought. The players is introduced to ship dealers. Mission 7.- Equip to be lethal - Equip new ship with a weapon. Players are introduced to weapons dealer (they have to earn the money it for it themselves ofcourse). Mission 8 -Eat laser drone - Find the drone hidden somewhere in the galaxy and eliminate it. The introduces the player to the combat system and makes him explore. The drone should be visible only to the player. Mission 9 - Home sweet home- Build a base of your own. Equip with shields. Mission 10 - Fortress home - Build your base to level 10. Player is introduced to bases. Mission 11 -Packing up - Build a warp-base device. This can be remote controlled, but only from outside of newbie galaxy. Mission 12 - The real world - This mission is the last in newbie space. He is now warped to starting point in the real game world. And can now fetch his base when he chooses...If he chooses. Many of these missions are open to "abuse". For instance could players help each other with money and such. We could prevent that with tons of code. but why?.. if players want to make the missions easier. So what?.. its only a help. it shows resourcefullness.. So why not?...They could even claim the same base several times.. and complete mission 10.. So what?...Does it matter. They will only have one base to warp out.. It shows teamwork... So if players cooporate to make the missions easiere I see it as a gain. We have started the teamworking. |
From: Oliver D. B. <oli...@ma...> - 2002-12-13 17:16:58
|
Definitly a mine mission and a tech mission.. but its hard todo these = missions...Without we end out in programming bots and large features. = All teh missions can be done with very few lines of code in a central = class, without big changes to the main game. If we start with the big = schemes we usualy dont start at all and the4 idea becomes another great = idea that never got implemented. Also kepping it simple and testing = simple things makes debugging much easiere. We dont know if the feature = works at all yet?.. What if it dosent and we made 5000 lines of code? = :)... Happened before... So keep the missions clear and simple for starters. Test the concept. = THEN if it works.. exspand... ----- Original Message -----=20 From: Farid Khan=20 To: 'Oliver Due Billing' ; ope...@li...=20 Sent: Friday, December 13, 2002 5:07 PM Subject: RE: [Openme-developers] Missions Hi, =20 It looks good, I just think that there should be some kind of = introduction to forces and such. entering/backing out of a minefield, = dropping a scout and receiving a scout message. Understanding features = like Cloak, Jump, IG, Tractor and Heat shields, The DSS, Dying=DF Most = important, learn now while loss can be reversed easily instead out there = when it could discourage. If you are going to do this, might as well go = all the way. Trading. you might want to add something about Distance = index, supply/demand, goods etc. =20 Middy: Shall I 'Wiki' this? =20 Hawklan =20 -----Original Message----- From: ope...@li... = [mailto:ope...@li...] On Behalf Of = Oliver Due Billing Sent: December 12, 2002 5:10 PM To: ope...@li... Subject: [Openme-developers] Missions =20 OK this is to sum op the discussion that took place in the #devguys = forum today 12/12-02. =20 Missions should primarely be there to catch the new players attention = and make them learn the different game aspects. So missions are also = active toutorials without being toutoring. By that I mean that they = should leave the exploration of the apspect to the players curiosity and = skill, thus giving him the satisfaction of discovery. A very important = aspect of gaming. =20 The missions should start in a seperate mission galaxy and the player = should recive missions in a special "mission center". He will also = report back upon completion of the missions to this center. This also = gives some code benefits, more to that later. The mission galaxy should = preferably be mine free, some one wil always try to mine the mission = center. =20 Here is a short list of possible missions. Not that I keep them simple = and easy. Both for implementation reasons and the fact that the = introductive part of ME should be kept short, since we dont want to bore = them away or frustrate them.Current Missions are shown in current sector = as a link. When a mission is completed an xp reward is given. =20 (players start somewhere away from missioncenter in a small ship with = no weapons cababilities ) Mission 1 -Pathfinder - Report to mission center in sextor XXXX, use = the courseplotter This introduces movement system. =20 Mission 2. - Delivery boy - Find ore buy 30 units and bring it here. = Introduces the goodfinding part of the pathfinder as well as trading = system =20 Mission 3. - Bank buisness - Find a bank and cash in the the 200K = waiting for you there. Introduces the location part of the pathfinder as = well as the bank =20 Mission 4. - addons -Upgrade your ship with full holds and shields. = New player gets first experience with how ships work. =20 Mission 5. -money money money - Earn 1.5 mill. This mission will take = some time.. But time is needed to learn the trading system.a quick = introduction should be given or a reference to the manual. Preferable a = reference so the manual is introduced. =20 Mission 6.-New ride - Upgrade ship. A new ship should be bought. The = players is introduced to ship dealers.=20 =20 Mission 7.- Equip to be lethal - Equip new ship with a weapon. Players = are introduced to weapons dealer (they have to earn the money it for it = themselves ofcourse). =20 Mission 8 -Eat laser drone - Find the drone hidden somewhere in the = galaxy and eliminate it. The introduces the player to the combat system = and makes him explore. The drone should be visible only to the player. =20 Mission 9 - Home sweet home- Build a base of your own. Equip with = shields. =20 Mission 10 - Fortress home - Build your base to level 10. Player is = introduced to bases. =20 Mission 11 -Packing up - Build a warp-base device. This can be remote = controlled, but only from outside of newbie galaxy. =20 Mission 12 - The real world - This mission is the last in newbie = space. He is now warped to starting point in the real game world. And = can now fetch his base when he chooses...If he chooses. =20 Many of these missions are open to "abuse". For instance could players = help each other with money and such. We could prevent that with tons of = code. but why?.. if players want to make the missions easier. So what?.. = its only a help. it shows resourcefullness.. So why not?...They could = even claim the same base several times.. and complete mission 10.. So = what?...Does it matter. They will only have one base to warp out.. It = shows teamwork... So if players cooporate to make the missions easiere I = see it as a gain. We have started the teamworking. =20 =20 =20 =20 =20 =20 =20 =20 |
From: Farid K. <Far...@ro...> - 2002-12-13 16:08:02
|
Hi, It looks good, I just think that there should be some kind of introduction to forces and such. entering/backing out of a minefield, dropping a scout and receiving a scout message. Understanding features like Cloak, Jump, IG, Tractor and Heat shields, The DSS, Dying<-- Most important, learn now while loss can be reversed easily instead out there when it could discourage. If you are going to do this, might as well go all the way. Trading. you might want to add something about Distance index, supply/demand, goods etc. Middy: Shall I 'Wiki' this? Hawklan -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Oliver Due Billing Sent: December 12, 2002 5:10 PM To: ope...@li... Subject: [Openme-developers] Missions OK this is to sum op the discussion that took place in the #devguys forum today 12/12-02. Missions should primarely be there to catch the new players attention and make them learn the different game aspects. So missions are also active toutorials without being toutoring. By that I mean that they should leave the exploration of the apspect to the players curiosity and skill, thus giving him the satisfaction of discovery. A very important aspect of gaming. The missions should start in a seperate mission galaxy and the player should recive missions in a special "mission center". He will also report back upon completion of the missions to this center. This also gives some code benefits, more to that later. The mission galaxy should preferably be mine free, some one wil always try to mine the mission center. Here is a short list of possible missions. Not that I keep them simple and easy. Both for implementation reasons and the fact that the introductive part of ME should be kept short, since we dont want to bore them away or frustrate them.Current Missions are shown in current sector as a link. When a mission is completed an xp reward is given. (players start somewhere away from missioncenter in a small ship with no weapons cababilities ) Mission 1 -Pathfinder - Report to mission center in sextor XXXX, use the courseplotter This introduces movement system. Mission 2. - Delivery boy - Find ore buy 30 units and bring it here. Introduces the goodfinding part of the pathfinder as well as trading system Mission 3. - Bank buisness - Find a bank and cash in the the 200K waiting for you there. Introduces the location part of the pathfinder as well as the bank Mission 4. - addons -Upgrade your ship with full holds and shields. New player gets first experience with how ships work. Mission 5. -money money money - Earn 1.5 mill. This mission will take some time.. But time is needed to learn the trading system.a quick introduction should be given or a reference to the manual. Preferable a reference so the manual is introduced. Mission 6.-New ride - Upgrade ship. A new ship should be bought. The players is introduced to ship dealers. Mission 7.- Equip to be lethal - Equip new ship with a weapon. Players are introduced to weapons dealer (they have to earn the money it for it themselves ofcourse). Mission 8 -Eat laser drone - Find the drone hidden somewhere in the galaxy and eliminate it. The introduces the player to the combat system and makes him explore. The drone should be visible only to the player. Mission 9 - Home sweet home- Build a base of your own. Equip with shields. Mission 10 - Fortress home - Build your base to level 10. Player is introduced to bases. Mission 11 -Packing up - Build a warp-base device. This can be remote controlled, but only from outside of newbie galaxy. Mission 12 - The real world - This mission is the last in newbie space. He is now warped to starting point in the real game world. And can now fetch his base when he chooses...If he chooses. Many of these missions are open to "abuse". For instance could players help each other with money and such. We could prevent that with tons of code. but why?.. if players want to make the missions easier. So what?.. its only a help. it shows resourcefullness.. So why not?...They could even claim the same base several times.. and complete mission 10.. So what?...Does it matter. They will only have one base to warp out.. It shows teamwork... So if players cooporate to make the missions easiere I see it as a gain. We have started the teamworking. |
From: Oliver D. B. <oli...@ma...> - 2002-12-12 22:10:25
|
OK this is to sum op the discussion that took place in the #devguys = forum today 12/12-02. Missions should primarely be there to catch the new players attention = and make them learn the different game aspects. So missions are also = active toutorials without being toutoring. By that I mean that they = should leave the exploration of the apspect to the players curiosity and = skill, thus giving him the satisfaction of discovery. A very important = aspect of gaming. The missions should start in a seperate mission galaxy and the player = should recive missions in a special "mission center". He will also = report back upon completion of the missions to this center. This also = gives some code benefits, more to that later. The mission galaxy should = preferably be mine free, some one wil always try to mine the mission = center. Here is a short list of possible missions. Not that I keep them simple = and easy. Both for implementation reasons and the fact that the = introductive part of ME should be kept short, since we dont want to bore = them away or frustrate them.Current Missions are shown in current sector = as a link. When a mission is completed an xp reward is given. (players start somewhere away from missioncenter in a small ship with no = weapons cababilities ) Mission 1 -Pathfinder - Report to mission center in sextor XXXX, use = the courseplotter This introduces movement system. Mission 2. - Delivery boy - Find ore buy 30 units and bring it here. = Introduces the goodfinding part of the pathfinder as well as trading = system Mission 3. - Bank buisness - Find a bank and cash in the the 200K = waiting for you there. Introduces the location part of the pathfinder as = well as the bank Mission 4. - addons -Upgrade your ship with full holds and shields. New = player gets first experience with how ships work. Mission 5. -money money money - Earn 1.5 mill. This mission will take = some time.. But time is needed to learn the trading system.a quick = introduction should be given or a reference to the manual. Preferable a = reference so the manual is introduced. Mission 6.-New ride - Upgrade ship. A new ship should be bought. The = players is introduced to ship dealers.=20 Mission 7.- Equip to be lethal - Equip new ship with a weapon. Players = are introduced to weapons dealer (they have to earn the money it for it = themselves ofcourse). Mission 8 -Eat laser drone - Find the drone hidden somewhere in the = galaxy and eliminate it. The introduces the player to the combat system = and makes him explore. The drone should be visible only to the player. Mission 9 - Home sweet home- Build a base of your own. Equip with = shields. Mission 10 - Fortress home - Build your base to level 10. Player is = introduced to bases. Mission 11 -Packing up - Build a warp-base device. This can be remote = controlled, but only from outside of newbie galaxy. Mission 12 - The real world - This mission is the last in newbie space. = He is now warped to starting point in the real game world. And can now = fetch his base when he chooses...If he chooses. Many of these missions are open to "abuse". For instance could players = help each other with money and such. We could prevent that with tons of = code. but why?.. if players want to make the missions easier. So what?.. = its only a help. it shows resourcefullness.. So why not?...They could = even claim the same base several times.. and complete mission 10.. So = what?...Does it matter. They will only have one base to warp out.. It = shows teamwork... So if players cooporate to make the missions easiere I = see it as a gain. We have started the teamworking. =20 |
From: Danny F. <da...@fr...> - 2002-12-12 15:21:55
|
At 12:40 2002-12-12 +0000, you wrote: >I would concentrate on 1 : 1 first. well 1on1 REPLACES current combat entirely >For base busts I would use the proposals I made in the forum some >monthes ago, depending on how the feeling for urgency is, I would even >keep it as is. Erm no you cant cuz current code is to be thrown out entirely, as in complete rewrite. If the grouping is as today thats fine, just not the same code. >Port busts/raids could be used to "experiment" with different combat >styles without touching/breaking/nonsence-changing existing gang vs. >base code. Whatever as long as it gets the job done. >Anyway, if THIS is your green light(please clarify), I elaborate the >proposals and plan to have time to implement it. THIS is a go ahead, it don't mean that you'll have carte blanche for all eternity. Development of combat is very much a development progress, so keep you head screwed on and ears open since tech and ideas will change somewhat while you do the work. Keep a dialog open, if thats undoable, i suggest you tell me now and I'll do the combat myself. If it's doable, Good luck and happy coding. >BTW: I think I will make a combat simulator in Java first. Feel free to >reuse it for DTS. > >aos > >Danny Froberg wrote: > > > > Well it's the 1on1 combat that should be done. > > It's hysterically simple. > > > > Some group combat need to be planned for bases, port busts etc... > > > > Gimme a proposal AoS. > > > > At 12:12 2002-12-12 +0000, you wrote: > > >[messages of W1, Hawklan deleted] > > > > > >I do not bash, W1 :-) > > >As your wishes, W1, jumping mines etc. emergency jump and so on, make > > >sence. I only see an implementation nightmare. But after doing all that > > >stuff the game concepts will be very orthogonal to be plugged together. > > > > > >Hawklan, for the drone combat code I would say: make some proposals. > > > > > >W1: I need now urgently your word about combat coding. Should I do that > > >or is someone else doing it? (If I should do it I coordinate drone > > >behaviour with Farid) > > > > > >If you do not give green light within a week I shedule my time > > >elsewhere. > > > > > >aos > > > > >---------------------------------------------------------------------- >Angelo Schneider OOAD/UML Ang...@oo... >Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 >76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: Angelo S. <ang...@oo...> - 2002-12-12 15:02:32
|
Hi, Oliver Due Billing wrote: > > well there is a tecnical limit and a game balance limit. > > The technical is if there are no buyers in that galaxy in that case the DI > calculator returns blank. What should the DI be infinite? > No: gal edge length, in a 20x20 gal, max DI would be 40(if you need to move from lower left to upper right), or better 20 if you like to use a more mathematical approach. So if DI > 20 DI = m20 would be a nice limit. > The gameplay. How can we balance out a formula with a unlimited DI. A DI 42 > would with the current formula bring in 100 of millions, that would be nice Well, the formular should probybly need a lower growth for higher DIs. Something like DI-value = x * sqrt(x) or DI-value = x * (ln(x)+1). > for some but ruin the game for many. So we adjust formula to a max of > what... We cant look at galaxy size since its the maze that counts... And if > we make formula with such a high upper limit. The lower DI will be If finding of a high DI port would be a challange and not "for free" via course plotting or gal map, it would make perfectly sense. A high DI port will be sold out soon, so the advantage for the one finding it first is more or less "the fun to be the first one". > worthless, and stargate trading the only viable option if you want to succed > in the game. This is the case anyway. You can not succeede without stargate trading. However the way how upgrades work make this still a nice challange .... > So I think I higher limit is in order but not limitless. What about this: Lux is needed to make the population happy, happy population has higher output (faster refill rate) on local supplies? Angelo ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: Oliver D. B. <oli...@ma...> - 2002-12-12 13:37:50
|
well there is a tecnical limit and a game balance limit. The technical is if there are no buyers in that galaxy in that case the DI calculator returns blank. What should the DI be infinite? The gameplay. How can we balance out a formula with a unlimited DI. A DI 42 would with the current formula bring in 100 of millions, that would be nice for some but ruin the game for many. So we adjust formula to a max of what... We cant look at galaxy size since its the maze that counts... And if we make formula with such a high upper limit. The lower DI will be worthless, and stargate trading the only viable option if you want to succed in the game. So I think I higher limit is in order but not limitless. ----- Original Message ----- From: "Angelo Schneider" <ang...@oo...> To: "ME" <ope...@li...> Sent: Thursday, December 12, 2002 12:59 PM Subject: [Openme-developers] Re: [DTS] Trade system > Hi all! > > First of all: I'm back from my trip to Granada. I change DSL provider, > so its likely (due to their incompetence) that I will be cut of from > internet from tomorrow for a week or even longer. > > > > > Also I was thinking of raising the DI count to above 8. The formula will not > > be the same eg a di 8 in next game wont be the same as this game. Othervise > > the jump traders will have too much of an advantage along with stargate > > traders. But I am not sure aboutt his approach, comments are appriciated. > > > > This makes sense. What about removing the upper limit? I mean: DI 8 was > max so far, even if two ports had a bigger distance. What about having > no limit? > > Everybody who can afford it will use a star gate. Only DIS seemed to > have used jump traders in greater extend. > > The people I know did not buy jump traders ... because the biggest > trader via a gate is definitly more effective. > > As a jump trader is expensive I would not spend to much thinking on who > might have an advantage there ... as the guy who can afford a jump > trader has his money allready made elsewhere. > > aos > > ---------------------------------------------------------------------- > Angelo Schneider OOAD/UML Ang...@oo... > Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 > 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 > > > ------------------------------------------------------- > This sf.net email is sponsored by: > With Great Power, Comes Great Responsibility > Learn to use your power at OSDN's High Performance Computing Channel > http://hpc.devchannel.org/ > _______________________________________________ > Openme-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Angelo S. <ang...@oo...> - 2002-12-12 12:28:38
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I completely agrtee with van Riel, Ragnora(?). One point I like to comment, see below: > 1. Re: TODO list of reset: (LJC. van Riel) > > --__--__-- > > Message: 1 > Date: Thu, 05 Dec 2002 00:22:46 +0100 > To: ope...@li... > From: "LJC. van Riel" <va...@wa...> > Subject: Re: [Openme-developers] TODO list of reset: > > >>Before server setup > >>Design galaxies (wiz is already on the way) > > How many galaxies are we looking at? and How will the necessary locations > be distributed ? > > >>Design location.. where how many and how > > Depends whether we want to go for easy or hard access... The tech shops > selling advanced tech should still be available and provide access to these > techs on a racial basis + anything required for that race's ships. > Basically a central and protected point to equip the ship. Delivery of > ship's could be made more costly for more expensive ships, instead of the > 'standard fee' we see now. > > Other tech, like shields, armor, power, holds, mines, combat drones and > scout drones should (like in the Gen3 game) not be available in a tech. > shop. Regeneration of forces and tech from ports that sell them from start > should be very low and take maybe a month to fully recover a total drain, > e.g. 20 units per hour. This will provide some units to get started and > necessitate the development of port which produce them. > > A basic set of sub-top light and medium weapons will be available in the > Imperial area, all others will have to be researched. Imperial weapons > could be made available to a greater extend (more available from day1). > > One central bank per galaxy in the imperial protected zone is sufficient, > but a researchable communications 'secure hyperband' link from the base's > vault at a fee of 0,5% per transaction could be offered as an alternative > to jumping/crawling back to the central bank. > > >I propose that The Imperial Galaxy will contain all the ship shops, since > >Tech will be available as a high level research item this round (Correct > >me if I am wrong on this one) > > Depending on the design of the galaxy / galaxies an imperial galaxy should > imo. hold only the imperial ships and ALL racial ships should be available > only to the racial galaxies. All racial and imperial galaxy imperial > protected sectors should be freely accessible too all players to ensure > that ships can be purchased by all merchants. The availability of ships > that can only be bought by evil aligned players (alignment <300) is worth > consideration. We would be looking at Smuggler, Pirate and Assassin > vessels, and since tech are fully racial now, these ships would be either > faster than usual or more heavily armed (not necessarily better armored) > and have a good number of holds to haul away the loot, with maybe the > exception of the Assassin vessel. > > >>races/races description > > > >Awaiting some conclusion on the Racial attribute thread... > > The description should be a good indication of the kind of gameplay that > can be expected with this race (obviously). So it should tell what the race > is mainly like, what technologies it can use and what exactly the strengths > and weaknesses are. > > >>Adjust trading system profit > > Next to adjusting the trading system for profit, I think we should also be > looking for a way to bring more diversity in the upgrades/petitions. Now we > still see too many of the same petitions right next to eachother, whereas > you would expect ports finding a way to make them distinct from other ports > to attract more traders. Also too often we see ports rushing from e.g. a > steel petition (lvl2 good) to forces, and skipping the chance to produce > plast_steel. > > >>Adjust bases Lower # of shields > > > >Should this be some kind of noob protection or what!? > > Less shields on a base? Perhaps, if weapons are made weaker and 'natural' > ports for shields are less frequent in all galaxies. > > >>adjust Xp for construction > > > >Can stay high if the prices are made higher > > The 1 xp-point per 1000 Credits is not absurd high, but it is very > predictable and used to push some people to higher XP-levels before their > time. This number could be decreased to 1 xp-point per 1500 Credits, which > would be a devaluation of 33%. Gaining XP from a build is far less riskier > than trading or doing battle. > > >>adjust price for construction must rise faster > > > >I suggest exponential > > Actually I think prices for construction should NOT rise fast, especially > if less XP is gained from building it will become less interesting to do > so. But bases are vital for the operation of any alliance in a region, and > are the locations where they do research and produce weapons and > technology. The ability to protect investments in equipment and facilities > should remain possible. > > >>adjust build time (lower them) > > I do not agree, even if it takes long to build/develop a base to a > reasonably safe level. I do NOT agree because building a base to a higher > level takes more time because of the expenses involved. If those are > lessened, the rate of building will go up. > As prices for constructions raise, you can not build continiously anyway on a high build up base. So shorter build times don't change anything as you will lack money anyway. OTOH: for new bases(new players) the construction times are allready to high. In one week you hardly can manage to build more than 7 turrets, if you are good, you make 10, the maximum of 14 you never will be able to accomplish(du to online times). So: shorter build times benefit in my eyes low level bases and do not necessaryly give an advantage to big alliances and their high level bases(as the money aspect comes into play for that). Probably the build time can be related somehow to the level of a base? So a level 50 base uses the build time we actualy have and a lower level base down to 50% of the actual time? And above level 50 the time is increasing further? > >>adjust # of turrets/shield generators avaliable as a function of > >>gamestart... eg at 3 months 3 turrets - 6 months 6 turrets.. > > After 6 months even a base with 36 turrets would not be enough protection, > especially if the base did not have enough shields to fend off i.e. a > 20-member attack party in fully build and equipped top-of-the-line > warships. The best protection for starting players is the ability to go > about unnoticed... A more random chance of discovery of a base upon > planetary inspection either with or without a (researchable) planetary > surface scanner, would provide any starting player more protection than a > slightly higher # of turrets, shield generators and/or drone hangars. The > same goes for display of merchants in current sector. A small ship can > easily be overseen, even if an experienced captain would have a better clue > what to look for. This would also create some less predictability to the > game, since you can never be sure if you've overlooked another player. > Chance of detection of players in different ships, and chance of detection > of bases depending on Build Level is debatable.. > > >>adjust starting money as a function of gamestart > > I do not think this is absolutely necessary. Those starting later in the > game need less to make more money, since the economic system has been > expanded and enhanced already. Giving more money could also be traded in > for giving a better start ship, which I think is far easier to realize than > the money. Also the money well no doubt be spend to upgrade the ship as > soon as possible, so why not skip that part altogether. > > >Some other notes: > >I want to make Experience awarded to higher or equal level kills only > >also No credits are ever made during combat. > > I think it is crucial that even more experience players have a chance to > better themselves through battle. I have proposed once before and what to > do so again in here to link the experience rewarded to the difference in > levels between the winner and the looser in the battle. If a level 15 > player in a big warship 'manages' to destroy a level 6 player in a medium > trader I do not think there should be much of a reward for that. A 1% > reward of the XP-points may even be too much, but is a better result than > the standard 15% we have today. > I suggest we take a formulae, i.e. 10% - ((level attacker - level > defender)/100)... This way the attacker could even be punished for > attacking a player that is 10 level or more below him/her. Crucial to this > and any other reward of xp, is that the person INITIATING the attack should > get the reward or punishment. The defender gets nothing if the person > attacking him is less experienced, but does get a reward if (s)he manages > to fend of the attack of a higher level player. > > So basically, If you attack a higher experienced merchant and win you get a > 10% plus difference in level bonus XP-reward, if you loose the defendant > gets nothing (noblesse oblige). If you attack a less experienced merchant > you may win an XP-reward if the difference in level between you and the > attacked is less than 10 levels, if you loose the attacked will gain XP > related to the difference in levels. > > In this all I have assumed that battles are 1-on-1, OR the initiator and > primary target are kept in mind. > ONLY the initiator and primary target can gain/loose exp in a battle. > > >The raid feature will be given as an evil player only option <-300 this is > >the only way to "steal" money and uses a "focused narrow transport beam" > >to effectively pluck the cash out of the safe. (50/50 chance of success > >and takes 25 turns to use) > >No counter measures decided against this one as of now. > > Does this require special TECH? if so, how can it be optained, a shop near, > or in sector with an Underground location (which should never be visible on > maps ;) ) > > Server set up: > > >>create game > >>Create galaxies set sizes and types > >>Run create sectors > >>run maze creator > >>Create ports(planets).. yep its confusing > >>Init trade system > >>Add locations > >>Set starting point for new accounts > > > >The starting points should be implemented in the race table rather than > >the game table (this has begun, who wants to be responsible for this?) > > Shouldn't after leaving the newbie galaxy (if we have such a galaxy in > Gen4), upon reaching a certain level get changed into a racial HQ sector. > Yes, a dead pilot should be reborn in his racial gal and not in the enjwbie gal. > >I am consedireng an early close (before Dec 22nd) to accomodate for the > >rather large number of fixes that need to be completed. > Do we really need to close the game early for that? I'm confident there are > plenty of fixes which are minor or mildly influencing the game, which we > could get out of the way before hitting the tough/hard/complex/vigorously > influencing ones. And would it not be more practical to have the old game > available as a testing grounds? (I know, shutting down is not the same as > removing). > > Trainee game: > Another suggestion we have seen repeatedly is to create a major game and a > minor/trainee game... I would like to advocate strongly for this concept. > If we can create a trainee game with only small ships / light weapons > available and limits to upgrade of bases (25SG/15DH/10Tur) and less goods > available in ports ( we just delete a few selected ones required for higher > level goods) from start up so not the entire economic system could be > activated and less ... > > It would be a surroundings which would BORE any regular/advanced player in > a week and anybody with 5+ kills would get booted and banned. This would > present truly new players to the game a good chance to see different > aspects of the game in a less threatening environment. Also more > experienced players that are willing to act as trainees could be allowed to > enter the game and 'lead' schools (trainee alliances). Research could be > left out of this game, even if it is a growing essential part of the game, > on accounts that anything that can be research can also be bought or is an > extra option to the game to expand on the gameplay. > > Well, here are a few thoughts I had the last couple of hours. And I truly > hope that the value of these proposals, questions, suggestions are shared > amongst us. > The trainee game is likely better than the newbie gal as it requires nearly no coding ... ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |