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Re: New Ideas Tue, 06 April 2004 02:18 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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Registered: April 2003
Location: Slovenia, Europe
Hi!
Here's my small wish: I'd like ships and planets to have an ability to send me a message after a certain number of years or when they finish what they're doing, like:
- a ship gets to the destination and notices me of that, because I checked the small check-box "Send message";
- a planet has finished producing one queue entry and "produces" the message I entered in the queue after that entry.
Shouldn't be too hard to implement, heh?
BR, Iztok

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Re: New Ideas Tue, 06 April 2004 06:01 Go to previous messageGo to next message
chaosknight is currently offline chaosknight

 
Petty Officer 2nd Class

Messages: 52
Registered: March 2004
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what about some single planet managment? for example - 100% resources of planet transfer to research, or 50% - to defence, or working on population increasing ( hm.. it's mean what to do? Very Happy ). but it can reduce some nag messages in late-game when 'production quoe is empty' in 100 of yours planets.. you can make some scientific or defncive worlds...


we will never die

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Re: New Ideas Tue, 06 April 2004 07:04 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

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Thant's a nice idea, Like put Autobuild 100 % research in the que instead of getting the message that the que is empty.


"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

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Re: New Ideas Tue, 06 April 2004 10:01 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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Empty queue is one of those messages I filter after seeing it a few times.

Adding a research 'buildable' item might be a good idea, I'll be looking at production soon. Should it be x resources or x%?



- LEit

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Re: New Ideas Tue, 06 April 2004 10:13 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

Messages: 383
Registered: January 2004
Location: South Africa
I think x% would be better?


"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

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Re: New Ideas Tue, 06 April 2004 11:11 Go to previous messageGo to next message
chaosknight is currently offline chaosknight

 
Petty Officer 2nd Class

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x% - is nice. and %defence might be good (not defences but % of population participate in defence, like ground soldiers). it can increse planets resistance in the ground battle. no?


we will never die

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Re: New Ideas Tue, 06 April 2004 11:25 Go to previous messageGo to next message
LEit is currently offline LEit

 
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chaosknight wrote on Tue, 06 April 2004 11:11

and %defence might be good (not defences but % of population participate in defence, like ground soldiers). it can increse planets resistance in the ground battle. no?


No, combat is based on the amount involved, the PRTs, and the defense rating of the world. Ground combat isn't the focus of this game, so it is VERY simple.



- LEit

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Re: New Ideas Tue, 06 April 2004 11:52 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
LEit wrote on Tue, 06 April 2004 10:01

Adding a research 'buildable' item might be a good idea, I'll be looking at production soon. Should it be x resources or x%?


I would say either x resources or x tech. "Build energy 6" or what have you...this of course would change the game however more than x resources (which you can effectively do now by carefully just building so many resources worth of stuff in the queue and leaving all the autobuild stuff out.)



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: New Ideas Tue, 06 April 2004 11:53 Go to previous messageGo to next message
chaosknight is currently offline chaosknight

 
Petty Officer 2nd Class

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Registered: March 2004
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well, you right...
another moments i don't like in stars!...
1) a planet can build a starbase when an enemy fleets are on orbit... i think it's not good, starbases appearing every year on the planet i bombing... i think its must be a mechanism to resolve this situation... well, a peeping tom cant hold enemy starbase construction, but the big fleet with some battleships - can. imho.
2) transprting orders are not sufficient... i cant load all minerals in proportion 33%\33%\33% but leave at last 10kt of each on planet....



we will never die

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Re: New Ideas Tue, 06 April 2004 12:38 Go to previous messageGo to next message
Orca

 
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chaosknight wrote on Tue, 06 April 2004 11:53

1) a planet can build a starbase when an enemy fleets are on orbit... i think it's not good, starbases appearing every year on the planet i bombing... i think its must be a mechanism to resolve this situation... well, a peeping tom cant hold enemy starbase construction, but the big fleet with some battleships - can. imho.


Balance change. And being able to build a base while being bombed is important defensively. Not likely to change.

chaosknight wrote on Tue, 06 April 2004 11:53

2) transprting orders are not sufficient... i cant load all minerals in proportion 33%\33%\33% but leave at last 10kt of each on planet....


This level of automation *could* concievably be handled client-side, though it would be a pain. It does complicate the already busy transport section, but would be useful. One thing that *is* going to change is the cargo limit, which is pretty much too low to be useful. I don't know about this though. LEit?



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: New Ideas Tue, 06 April 2004 12:56 Go to previous messageGo to next message
chaosknight is currently offline chaosknight

 
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Quote:

Balance change. And being able to build a base while being bombed is important defensively. Not likely to change.


well, i think - the 'siege' state of planet may be a good thing... but as u wish...



we will never die

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Re: New Ideas Tue, 06 April 2004 13:35 Go to previous messageGo to next message
Kotk

 
Commander

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chaosknight wrote on Tue, 06 April 2004 17:53


2) transprting orders are not sufficient... i cant load all minerals in proportion 33%\33%\33% but leave at last 10kt of each on planet....


Why not to use 34%\33%\33% then? For what you carry that costs exactly equal minerals?

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Re: New Ideas Tue, 06 April 2004 13:41 Go to previous messageGo to next message
LEit is currently offline LEit

 
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As Orca said, something that changes the balance of the game is not likely to be done. So preventing base construction depending on what ships are in orbit will not be done.

However transport orders are something I'm willing to change. I'm still trying to decide if the changes should be done at the client level or the server level.

Server changes would affect how a game with multi-year gens would work, that's probably fine.

Adding a limit order on loads (and unloads) should be possible, however, should it just be in kT or should it allow other options as well, like %? Which side does the limit apply to?

Automatic transfers can happen between 2 fleets, or a fleet and a planet. In some cases (unloads to unowned) you don't know what's on the destination.

So: Load/Unload x (% kT) limit to y (% kT)



- LEit

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Re: New Ideas Tue, 06 April 2004 15:59 Go to previous messageGo to next message
Strat is currently offline Strat

 
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gible wrote on Mon, 18 August 2003 03:39


Combat scripts. 1/4 (or 6) type X ships goes after Bob's frighters, while avoiding the main combat. others to defend Jim's frighters. others to engage at will. frighters & bombers to flee.



I like this idea, or a tangent of it anyways.

Why cant we have in the battle plans, more specific targets than the ambigous "Armed Ships" classification? We have Kill Star Base don't we?

I do see this as a Stars! bug, if not at least an inconvenience, for the "Kill Starbase" is the death of the AR.

Why would it not be a good idea to expand on the "Armed Ships" option as a Primary or Secondary Target in the battle plans?

One alternative would be to classify ship designs based on thier Stars! ratings. You might might make three classifications; Light, Medium, and Heavy. This would allow battle plans to target specific warship classes. I do not know how Stars! scores ships, so I do not know how accurate this approach would be, but it is an idea.

This would change much of battle planing and ship design, for example it reduces the effectiveness of chaff. I have not had that much experience (I'm in my first online game currently) with chaff, so I have no idea how this would affect game play, muchless other aspects of FreeStars! battles.

But if you can chose to kill a starbase, a freighter, a bomber, a fuel transport, why not specific classes of warships? It also makes since becuase in the world of strategic planning, attacking specific targets is often very important, however, I have no idea yet how important such concepts are in Stars!.

My my 2 cents
Strat


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Re: New Ideas Wed, 07 April 2004 00:47 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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here are a few ideas that I think might improve game play:

1) Being able to task organize fleets

2) Being able to select what star-gates are (or are not) available for friends to use.

3) An in game battle test bed(s)

4) Display ship attractiveness in the ship info page

The general idea behind 3 & 4 is to put as many decision aids as possible at the finger tips of every player. Along these lines I would also include decision aids for packet damage, bombing, IS pop growth, gate damage, etc. These type of additions I believe would do a lot to improve what I consider the fun time/boring time ratio of Stars! play. As far as I am concerned time spent making decisions is fun time and time I have to spend gathering the data to make those decisions is BORING TIME. In addition I think these things would speed players learning curve and result in a larger pool of more advanced players. It seemed to me that this was the basic idea behind supernova - provide a greater range of strategic/tactical decisions while minimizing the tedious aspects of the game.

BTW - I just want to say thanks to the entire team working on freestars (if I knew how to write code I would help).

Ozone

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Re: New Ideas Wed, 07 April 2004 01:45 Go to previous messageGo to next message
LEit is currently offline LEit

 
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3 & 4 I'd like to see in a client. Basicly the server will give you a .m file, the more information the client can present to the player the better.

2 is a balance issue, if you can ally with some one knowing they can only use your gates to backstab you on a few fringe worlds, you won't worry about allying as much. Therefore it'll stay.

1 I'm not sure what you're saying. I hope to be able to allow you to specify a fleet to follow, and keep on following that fleet. Probably I'll just use the repeat checkbox, and if you've got a fleet targeted, it'll remain targeted. So you could group a few fleets with different orders (and different players) and have them all follow a leader. At the very least the client should be able to do that, if it gets a message about following a fleet, it can add an order to have it follow the fleet again.



- LEit

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Re: New Ideas Wed, 07 April 2004 02:59 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

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Ozone wrote on Wed, 07 April 2004 00:47

1) Being able to task organize fleets


I'm not sure what you mean here.

Ozone wrote on Wed, 07 April 2004 00:47

2) Being able to select what star-gates are (or are not) available for friends to use.


This changes the balance of the game and as such is unlikely for v1 (which is far from completion).

Ozone wrote on Wed, 07 April 2004 00:47

3) An in game battle test bed(s)

4) Display ship attractiveness in the ship info page


Client issues. Client authors will have to address these. Smile

Ozone wrote on Wed, 07 April 2004 00:47

The general idea behind 3 & 4 is to put as many decision aids as possible at the finger tips of every player. Along these lines I would also include decision aids for packet damage, bombing, IS pop growth, gate damage, etc. These type of additions I believe would do a lot to improve what I consider the fun time/boring time ratio of Stars! play. As far as I am concerned time spent making decisions is fun time and time I have to spend gathering the data to make those decisions is BORING TIME. In addition I think these things would speed players learning curve and result in a larger pool of more advanced players. It seemed to me that this was the basic idea behind supernova - provide a greater range of strategic/tactical decisions while minimizing the tedious aspects of the game.


Some potentially useful suggestions for the client. Coming up with an all-inclusive UI to handle everything is going to be a huge bear though - I don't envy the person who tasks themselves with designing that.



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: New Ideas Wed, 07 April 2004 07:36 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Ozone wrote on Wed, 07 April 2004 06:47


4) Display ship attractiveness in the ship info page



Attractiveness of ship depends on builders tech levels, his PRT (like IS and WM) his LRTs (like CE and BET), the damage level of the ship and the ships and weapons that are firing at it. For whatever ships you want to see it you need to know the other side well and also it is never just one number. Wink


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Re: New Ideas Wed, 07 April 2004 08:16 Go to previous message
overworked is currently offline overworked

 
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Ozone wrote on Wed, 07 April 2004 00:47

here are a few ideas that I think might improve game play:

1) Being able to task organize fleets




I *think* this is asking about an ability to assign tokens within a fleet different battle orders. For example, beamers having max damage orders while the missile token has max ratio orders, etc.

Opinion: I doubt you'll see it in v1. In the current game you simply have to split the fleet in order to do this.

- Kurt

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