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From: Oliver D. B. <oli...@ma...> - 2002-11-19 23:16:55
|
Alliances: lower max members to 20 lower max XP needed to 5000 |
From: Angelo S. <ang...@oo...> - 2002-11-18 16:17:50
|
Development plan for the new ship <-> ship combat: Define 3 Scenarios and determine battle behaviour for them: One ship IS, one ship enters and attacks. 3 Ships IS, two ships enter and attack one of the 3. 1 ship IS and allied forces of that ship. One ship enters and gets attacked. General picture of combat(Not a real use case): Attacker and defender are in the same sector. Attacker clicks attack on the ship in current sector view. The attack is conducted imediatly. (A) The attack returns to current sector and shows the ships with new ratings. You get a Battle Report just like currently. To continue the attack you click again on attack on the same ship in current sector. Note: o Weapons have a recharge time of 5 to 7 seconds. So with a very fast connection you have to wait until that time is over or your attack is ineffective. o Depending on how our experiences evolve a "pre attack" time of about 3 seconds could be added. This should vanish "waiting in sector" advantages as well as "fast current sector build" for entering ships. (A) There is no second(intermediate) attack screen. Forces do not participate in ship/ship battles. The enemy does not fire back. Plan of development: ONE: Define the three scenarios, implement the above picture of combat. TWO: Furhter changes, to be done later, same for THREE and FOUR. Preference to set "auto return fire" on/off. Temporary set to ON if offline, or if last action is longer than 30 seconds old. THREE: A different layout of current sector. e.g. two alliances side by side in two collumns of a table. FOUR: Randome ordering of both sides to avoid that all enemies fire on the same "first" ship in the column. FIVE: Probably preferences like order by size, order by attack rating, order by defense rating order by name or order by XP. SIX: Showing of the last battle result in current sector attached to the ship you fired on. If you got fire from a ship, its also shown in current sector as an additional text field, like claimed sector message. Step ONE should be doable in a few days. For the other features I would guess (do to my lack of knowledge of internal structures of ME) also a day or two per topic. 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...> - 2002-11-18 13:02:25
|
Hi, Middy, please avoid mailing in HTML to mailing lists. The forwarding adds text fragments which invalid the HTML so HTML capable mail viewers only show (garbeled) HTML source code. And non HTML capable :-9 ... Anyway, see below, some stuff I do not understand. Some ideas for the points below: a/d) warps should all be in IMP, imho, IMP bigger. That avoids "warp wars", the attempt to controll a warp. But more important: all imps at least 3x3 sectors big so you can at least jump savely into your own imp. I would make them bigger and with a sigsaw like edge to make the mining more difficult. c) why not without? Should reduce traffic and is faster for the user anyways. Or, if you prefer to have them, reuse the current setting. f) I would use the existing and reduce damage by about 10%. i) I do not understand what that means. Less SGs? Or less capacity? Read news from just yesterday. A lot of bases busted by MC ... well, owners fault to have the SGs not filled, most bases where down in less then 5 rounds, conducted by 12 or 13 ships. (I participated) bases are to weak! Hell, no: don't make them more expensive to build or weaker by reducing their stats. j) I find build XP completely fitting, we have it like this since 4 games, no need to adjust it IMHO. k) the opposite is true. The ricing of prices is allready to fast, definitly for DHs it is to fast. For turrets and SGs you could make the rising a bit faster, it won't hurt. But I would keep it and make DHs a bist cheaper(the rising lower) and I would increase capacity of DHs. Sample: 25 DHs cost, Total cost: 4875000.0 credits, they have a capacity of 25 * 50 = 1250 drones which is 1250 if a drone makes 1 damage or 1875 total damage if a drone makes 1.5 damage. As the ships fire first the droens are allready reduced to about 1000 and thus make far less damage. 1875 damage is less than 6 turrets. And: the drones need to put into the DHs, that means extra cost. I think DHs rise in price by 15k per DH, it should be only 5k. m) is a good idea. However, it makes the building of bust support bases more easy. Why not making the build time of constructions a function of game play time? Or let the first 3(game play time function) constructinos be build in one hour? n) Also a good idea ... but probably its better to adjust cargo of a ship? So we do not encaurage to create doubles just for the start money? p) I think the proposed allign changes in p) are to complicated, and bottom line they change nothing. "BAD" alliances will just behave like now: declare war on everyone. Regards, Angelo > > OK here is what I think we needs to get done before reset list is not = > ordered and totaly unrealistic :)..add what I missed.. when we feel we = > are done we can add names > > Before server setup > a.. Design galaxies (wiz is already on the way) > b.. Define mine level in galaxies > c.. Find background images for all galaxies > d.. design location.. where how many and how > e.. New ship list=20 > f.. New weapons list > g.. races/races description > h.. Adjust trading system profit > i.. Adjust bases Lower # of shields=20 > j.. adjust Xp for construction > k.. adjust price for construction must rise faster > l.. adjust build time (lower them) > m.. adjust # of turrets/shield generators avaliable as a function of = > gamestart... eg at 3 months 3 turrets - 6 months 6 turrets.. > n.. adjust starting money as a function of gamestart > o.. Add the racial differences as suggested in forum = > http://www.advancedpowers.com/phorum/read.php?f=3D4&i=3D1652&t=3D1652 > p.. adjust lame alignment system also as suggested in forum = > http://www.advancedpowers.com/phorum/read.php?f=3D4&i=3D1386&t=3D1386 > > Server set up: > > a.. create game > b.. Create galaxies set sizes and types > c.. Run create sectors=20 > d.. run maze creator > e.. Create ports(planets).. yep its confusing > f.. Init trade system > g.. Add locations > h.. Set starting point for new accounts > ---------------------------------------------------------------------- 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...> - 2002-11-16 21:54:20
|
OK here is what I think we needs to get done before reset list is not = ordered and totaly unrealistic :)..add what I missed.. when we feel we = are done we can add names Before server setup a.. Design galaxies (wiz is already on the way) b.. Define mine level in galaxies c.. Find background images for all galaxies d.. design location.. where how many and how e.. New ship list=20 f.. New weapons list g.. races/races description h.. Adjust trading system profit i.. Adjust bases Lower # of shields=20 j.. adjust Xp for construction k.. adjust price for construction must rise faster l.. adjust build time (lower them) m.. adjust # of turrets/shield generators avaliable as a function of = gamestart... eg at 3 months 3 turrets - 6 months 6 turrets.. n.. adjust starting money as a function of gamestart o.. Add the racial differences as suggested in forum = http://www.advancedpowers.com/phorum/read.php?f=3D4&i=3D1652&t=3D1652 p.. adjust lame alignment system also as suggested in forum = http://www.advancedpowers.com/phorum/read.php?f=3D4&i=3D1386&t=3D1386 Server set up: a.. create game b.. Create galaxies set sizes and types c.. Run create sectors=20 d.. run maze creator e.. Create ports(planets).. yep its confusing f.. Init trade system g.. Add locations h.. Set starting point for new accounts |
From: Angelo S. <ang...@oo...> - 2002-11-11 15:15:55
|
aos |
From: Julien V. <jve...@ya...> - 2002-11-10 20:58:01
|
test |