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Random Ideas |
Thu, 17 August 2006 03:50 |
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I'm just going to throw out some things i've been thinking about, apologies if i repeat/steal anyones ideas
PRT
JoaT
Penscans for hulls are dependant on the type of hull.
Scouts get the same ability as now.
Frigates get -33%
Destroyers get -50%
All tech has cost reduced by 5%
Mines & Factories have +1 to efficiency.
AR
AR starbases have x10 the base armour of normal, and repair at twice the normal rate.
AR colonists die in transit at normal rate, but grow when stationary (like IS)
PP
Packets cost 50% less than normal.
Mines have +1 efficiency.
Packetforming is more effective, but normal terraforming is more expensive.
IS
Colonists no longer grow on transports, but they have a greater defensive bonus.
Planetary defences have a small % chance to shoot down enemy ships in orbit.
All ships have a base 10% jamming, and a small bonus to base armour levels.
CA
Remove instaforming, but reduce cost of normal terraforming by 50%
Reduce effectiveness of orbital adjusters, and remove ability to change hostile worlds.
Retro bombs now move planet environment randomly *away* from the occupying races ideal instead of to original values.
(takes the place of OA de-terra-ing an enemy world)
LRT
OBRM
Mines have +1 efficiency.
ISB
Base armour bonus for starbases.
UR
Advanced recycling slows down depletion of mineral deposits.
BET
Increases the cost of research by 10%
Reduces the base cost of items by 5% and can minaturise down to 90%
Items
Mega Poly Shell
Increase base armour.
Langston Shell
Increase base shield.
Antimatter Torp
Reduce bio req., but increase others.
Fuel Mizer
*disable* higher warp levels with stupid fuel useage, or...
Small battle speed penalty to 'encourage' use of other engines.
Enigma Pulsar
Flatten fuel curve slightly.
Mini-Morph
Increase base armour and fuel.
Remove tiny pointless cargo hold and add two more GP slots.
Genesis Device
Changes planet environment randomly WITHIN the occupying races limits.
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Re: Random Ideas |
Thu, 17 August 2006 10:12 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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Given the current state of how things are defined, some of these are already possible, and some are not.
Sober Council wrote on Thu, 17 August 2006 03:50 |
JoaT
Penscans for hulls are dependant on the type of hull.
Scouts get the same ability as now.
Frigates get -33%
Destroyers get -50%
All tech has cost reduced by 5%
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This may be possible, by defining multiple hull classes, and setting scanning based on hull class. Tech cost adjustment is easy.
Sober Council wrote on Thu, 17 August 2006 03:50 |
Mines & Factories have +1 to efficiency.
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This is not currently possible, although chaning the code to allow this kind of adjustment shouldn't be too hard, I think...
Sober Council wrote on Thu, 17 August 2006 03:50 |
AR
AR starbases have x10 the base armour of normal, and repair at twice the normal rate.
AR colonists die in transit at normal rate, but grow when stationary (like IS)
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Different armor could be done by having different PRT only base hulls (ie, AR fort has 2500 armor, only AR can build it, and cannot build normal fort).
Growing while stationary is a bit tricky. You could give them the ability to grow in space like IS easily, and then up the transit deaths to make it so they lose say 15% a year, then a 20% AR would gain 10% (growth in freighters - the multiplier is adjustable) and lose 15% (transit deaths).
Sober Council wrote on Thu, 17 August 2006 03:50 |
PP
Packets cost 50% less than normal.
Mines have +1 efficiency.
Packetforming is more effective, but normal terraforming is more expensive.
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Only mine efficiency can't be done currently.
Sober Council wrote on Thu, 17 August 2006 03:50 |
IS
Colonists no longer grow on transports, but they have a greater defensive bonus.
Planetary defences have a small % chance to shoot down enemy ships in orbit.
All ships have a base 10% jamming, and a small bonus to base armour levels.
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Defensive bonus is easy. Jamming and armor would probably need a seperate ship line... Defenses shooting down ships in orbit would need some major code (and has balance issues).
Sober Council wrote on Thu, 17 August 2006 03:50 |
CA
Remove instaforming, but reduce cost of normal terraforming by 50%
Reduce effectiveness of orbital adjusters, and remove ability to change hostile worlds.
Retro bombs now move planet environment randomly *away* from the occupying races ideal instead of to original values.
(takes the place of OA de-terra-ing an enemy world)
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All fairly easy, execpt moving hab randomly away. It's either worse or better, not random. However, improving the ability of the Retro bombs (and/or adding additional components) is pretty easy.
Sober Council wrote on Thu, 17 August 2006 03:50 |
LRT
OBRM
Mines have +1 efficiency.
ISB
Base armour bonus for starbases.
UR
Advanced recycling slows down depletion of mineral deposits.
BET
Increases the cost of research by 10%
Reduces the base cost of items by 5% and can minaturise down to 90%
Items
Mega Poly Shell
Increase base armour.
Langston Shell
Increase base shield.
Antimatter Torp
Reduce bio req., but increase others.
Fuel Mizer
*disable* higher warp levels with stupid fuel useage, or...
Small battle speed penalty to 'encourage' use of other engines.
Enigma Pulsar
Flatten fuel curve slightly.
Mini-Morph
Increase base armour and fuel.
Remove tiny pointless cargo hold and add two more GP slots.
Genesis Device
Changes planet environment randomly WITHIN the occupying races limits.
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All pretty easy, execpt:
OBRM mine efficiency.
ISB armor adjustments.
UR mineral depetion.
GD hasn't been coded yet.
Mini-Morph wouldn't have to lose the cargo hold to get more GP slots. But it could.
You could give bonuses to armor or shields based on PRT/LRT, but the armor wouldn't affect base armor (the same principle as RS). Also it currently doesn't consider hull class (so applying it only to bases wouldn't be possible).
[Updated on: Thu, 17 August 2006 10:13]
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Re: Random Ideas |
Fri, 18 August 2006 19:12 |
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Well, that makes it easy then, all you need to do is add 2 lines:
mineEfficiency+=1; factoryEfficiency+=1;
into the definition code....
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Re: Random Ideas |
Mon, 21 August 2006 10:44 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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m.a@stars wrote on Mon, 21 August 2006 03:49 | Wouldn't that "validity-checking" code be part of the Race Wizard?
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It will, however, the server needs it too. The server will not trust any files from the client, and that includes race files. Since the file format is open, as is the code, some one could modify the code for the race wizard, give themselves a million extra points, and submit a race. Their race wizard would accept it, therefore the server has to check the racial points too.
If some one can recompile the server there is no end to the cheating they can do, so you have to trust the person running the server program, that could be the host, or some service like AutoHost.
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Re: Random Ideas |
Tue, 22 August 2006 08:02 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Kotk wrote on Mon, 21 August 2006 17:34 | Hmm.
I am wondering if ... the rules should be tied to a freestars version or independent from it?
Current flexibility i like a lot but it also adds quite lot of complexity like:
How to realize for what rules a race is made?
Rules file must be attached to a new game announchment?
Some sort of rules viewer/editor/wizard in client?
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Some kind of version tag must be used, methinks.
And yes, it would seem like every player will need an updated rules file, or at least its name/version for every game announced. Such as "cheats, PRT restrictions and special/MT items as defined in ruleset [#25.a] AKA <Klingon Set one>, URL=..., CRC/HASH=*****"
Alternatively, have racefiles that "mutate" to adapt to changing rules...
So many Stars, so few Missiles!
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Re: Random Ideas |
Mon, 28 August 2006 07:57 |
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A nice simple way of handling ruleset changes is to specify a rules version ID when the game is created, and include a .m file instruction that the rules have been changed, the new ID is "blah" and the modified ruleset(or a diff) have the client make the necessary adujstments in the .h/.xy files (if any) and the return .x file and the next .m files use the new ID
Of course this doesn't mean you can't screw a game completely with rules changes, but at least the engine won't fall down.
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Re: Random Ideas |
Wed, 30 August 2006 18:24 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Sober Council wrote on Thu, 17 August 2006 09:50 | Genesis Device
Changes planet environment randomly WITHIN the occupying races limits.
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That could spoil the fun... Turn it into a too powerful item. Like CA but with free minerals thrown into the deal.
Another MT toy of possibly dubious use:
The WormHole (de)stabilizer , with three possible modes of operation:
1) You pay a one-time resource cost to set it off. It slows down WH jiggle & decay, thereby helping keep useful WHs open. If the effect wears down, perhaps repeated firings are possible. Other limitations: allow only one controlled WH at once.
2) You pay "maintenance" for every turn you want it operating. That should come from your research budget. No payment, it shuts off and the WH starts decaying again, perhaps faster than naturally. Possible incentives: you can manipulate several WHs at once provided you can pay.
3) No "stabilizer" but "destabilizer". As one-time shot, or repeated shots to accelerate decay of troublesome WHs. No maintenance, but less overall effect, as WHs will decay anyway.
4) Undocumented or poorly understood effect, as any fun MT toy: actually tease a WH towards a desired spot, perhaps even create a WH on command (might trigger self-destruct, tho)
[Updated on: Wed, 30 August 2006 18:41]
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Re: Random Ideas |
Thu, 31 August 2006 06:50 |
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PricklyPea | | Lieutenant | Messages: 534
Registered: February 2005 | |
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m.a@stars wrote on Wed, 30 August 2006 18:24 |
Sober Council wrote on Thu, 17 August 2006 09:50 | Genesis Device
Changes planet environment randomly WITHIN the occupying races limits.
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That could spoil the fun... Turn it into a too powerful item. Like CA but with free minerals thrown into the deal.
Another MT toy of possibly dubious use:
The WormHole (de)stabilizer , with three possible modes of operation:
1) You pay a one-time resource cost to set it off. It slows down WH jiggle & decay, thereby helping keep useful WHs open. If the effect wears down, perhaps repeated firings are possible. Other limitations: allow only one controlled WH at once.
2) You pay "maintenance" for every turn you want it operating. That should come from your research budget. No payment, it shuts off and the WH starts decaying again, perhaps faster than naturally. Possible incentives: you can manipulate several WHs at once provided you can pay.
3) No "stabilizer" but "destabilizer". As one-time shot, or repeated shots to accelerate decay of troublesome WHs. No maintenance, but less overall effect, as WHs will decay anyway.
4) Undocumented or poorly understood effect, as any fun MT toy: actually tease a WH towards a desired spot, perhaps even create a WH on command (might trigger self-destruct, tho)
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WH Stabiliser would be a cool item. Perhaps one way would be to have it as a ship item which if within (say) 16ly of a wormhole prevents it from jumping/deteriorating.
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