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New Ideas Mon, 18 August 2003 06:39 Go to next message
gible

 
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(By new I mean not already in Stars! I make no claim to being the first to think of them Smile or of not having mentioned them before now that I think about it.)

Scanners: Have an option to make your scan data available to your allies. Or rather to selected other players. At (at least 4 levels) All scanner data, a "Group"s data , a single fleet's data, & a single ship/planet's data.

Groups: have the ability to define a "group" (or taskforce etc) of ships that you can give collective orders to in one simple step. eg change all their battle orders to XXX. Have order templates to define different order for each type of ship. or a particular fight grouping...eg the Main battle fleet surounded by scouts 150 ly distant oriented by the flight path. Perhaps define 6 scout positions and have a pool of 12 scouts and the system would arrange for the order so that there's always(hopefully) a scout at each position, the others returning to the main fleet or perhaps the baggage fleet 50 ly behind. 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.
Contigency orders for split fleet or suprize attack eg if outnumbered more than 2:1 flee.

Allow ship within Yly to join the battle(if ordered)...arriving later the further away/slower they are of course.

Allow your ally's to "borrow" ships,fleets/groups as well as transfer them. They could give them orders and would be able to take advantage of their cloaking etc as long as you didn't give them other orders.

Ability to trade tech directly. Perhaps at (eg)10% cost.

option of 3 dimensional space. (could provide some really cool interfaces - anyone have VR goggles? )

West Wing is on...gotta go Smile

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Re: New Ideas Mon, 18 August 2003 11:49 Go to previous messageGo to next message
LEit is currently offline LEit

 
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First let me note that this is mainly answered in the FAQ: The primary goal is to match Stars! with some bug fixes, not to make big changes.

gible wrote on Mon, 18 August 2003 06:39

Scanners: Have an option to make your scan data available to your allies. Or rather to selected other players. At (at least 4 levels) All scanner data, a "Group"s data , a single fleet's data, & a single ship/planet's data.


This should be possible by giving them a chunk of your .m file, it will depend on the client to export and import these chunks, but it shouldn't be too hard. However, using that info to target a fleet will require changes in the host, and won't be done initially. And maybe not ever, having a seperation between allies is a good thing IMO.

gible wrote on Mon, 18 August 2003 06:39

Groups:


Most of this should be able to be done by a client program. Execpt if the main target is some one else's fleet. Adding it to the host is a reasonable addition for much later.

gible wrote on Mon, 18 August 2003 06:39


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.
Contigency orders for split fleet or suprize attack eg if outnumbered more than 2:1 flee.



This is a balance issue (no more chaff) and therefore is something I'd be very hesitant to mess with. Although scripting battles is something I'd probably enjoy (being a programmer, I know I could do a decent job of it...)

gible wrote on Mon, 18 August 2003 06:39

Allow your ally's to "borrow" ships,fleets/groups as well as transfer them. They could give them orders and would be able to take advantage of their cloaking etc as long as you didn't give them other orders.


I intend to allow you to set repeat orders on fleets set to follow another fleet. This way you can effectivly 'lend' a fleet to an ally, have it follow one of theirs.

gible wrote on Mon, 18 August 2003 06:39

Ability to trade tech directly. Perhaps at (eg)10% cost.


I really like the current tech trading setup, there are lots of opportunities to mess with it, and because it's random, make it harder to detect. I also like it because it's has some cost.

gible wrote on Mon, 18 August 2003 06:39

option of 3 dimensional space. (could provide some really cool interfaces - anyone have VR goggles? )


No. While some one else may add this later, I won't, and will also argue very hard that it shouldn't be done. The UI alone will be very hard, as well as making the game much more complex. One of the good things about Stars! is that it is fairly simple.



- LEit

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Re: New Ideas Mon, 18 August 2003 21:47 Go to previous messageGo to next message
Hatterson is currently offline Hatterson

 
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Keep in mind when you are reading this that I have not actually worked on the Free Stars! code and therefore this is speculation.

gible wrote on Mon, 18 August 2003 06:39

Allow ship within Yly to join the battle(if ordered)...arriving later the further away/slower they are of course.


From what I understand of the Stars! battle engine (and I would assume that the Free Stars! one will be similar) it would take a significant redesign to accommodate new ships entering midway through a battle. It just seems that it would be too hard to implement accurately.

gible wrote on Mon, 18 August 2003 06:39

option of 3 dimensional space. (could provide some really cool interfaces - anyone have VR goggles? )


I believe that Mr. McBride had said that they ran tests with this idea but eventually they gave up on it because it was too complicated and just made people frustrated. It seemed that people couldn't deal with planets in space as opposed to in a plane.


[Updated on: Mon, 18 August 2003 21:48]




"Don't be so humble - you are not that great. " - Golda Meir (1898-1978) to a visiting diplomat

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Re: New Ideas Tue, 19 August 2003 00:29 Go to previous messageGo to next message
Orca

 
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Current displays/UIs can't easily handle true 3d. Even Homeworld's interface, while a decent enough stab at it, isn't sufficient to make it as simple to manuever in three dimensions as in two. Perhaps when walk-through holograms and 3 dimensional manipulation of them is affordable it'll be practical. But for the vast majority of cases (strategy-wise anyway), three dimensions is much more of a hindrance than a help for gameplay and fun.


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Re: New Ideas Tue, 19 August 2003 07:34 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Orca wrote on Tue, 19 August 2003 00:29

Current displays/UIs can't easily handle true 3d. Even Homeworld's interface, while a decent enough stab at it, isn't sufficient to make it as simple to manuever in three dimensions as in two. Perhaps when walk-through holograms and 3 dimensional manipulation of them is affordable it'll be practical. But for the vast majority of cases (strategy-wise anyway), three dimensions is much more of a hindrance than a help for gameplay and fun.


I concur with Orca that it boils down to gameplay.

In terms of strict strategy and logistics the important factor is how far Point A is from Point B (and Point C etc, etc, etc.) since this generally[1] controls potential depth of defense (how thick your minefields can be) and time to target (how quickly can someone/something get there.)

You could, for a 2D or 3D galaxy, simply produce a cross-table listing the direct line distances between any two points. However, properly visualizing the relationships is quite important to strategy (i.e. what is the proper non-stellar location from which I can potentially threaten multiple points at once - and how quickly can I maneuver to that point.)

This sort of information is processed better using visual mediums. A 2D plot handles well on most current displays, and travel radii are circles that are fairly easily to plot and assimilate in order to make decisions. An efficient 3D plot requires a different sort of display[2] and would be sphere based to plot travel radii.

However, the major factor is still analysis of the distance relationships between points. Does adding the additional layer of complexity really add that much to gameplay beyond a "coolness" factor that rapidly fades?

[1] With stargates some bets are off

[2] Note in space MilSF the space battle tactical displays are often described as "tanks" (like in fish tanks) implying a fairly complex 3D hologram display is in use to display complex 3D relational information. Previous to 1940 or so there also wasn't much need for plotting beyond 2D in the military. Air power and submarines introduced a few areas where the 'z' axis was of notable import and worth displaying at a central control level.

- Kurt



Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

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icon5.gif  Re: New Ideas Sun, 24 August 2003 11:55 Go to previous messageGo to next message
vonboy is currently offline vonboy

 
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would it be too nuch work to make as there is an unlimeted number of fleets aloud or raise the limit?

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Re: New Ideas Sun, 24 August 2003 15:21 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Raising the limit is fairly easy, I may have made it difficult to go to unlimited however.

But in either case the limit is a major balance issue, so I don't want to mess with it now.

Imagine 1000 SD mine layers flying around littering the universe, or people chaff sweeping everything, or some one flooding your space with scouts, you'll have to spend hours targeting them all (and they will have spent hours sending them all) -- too much MM.



- LEit

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Re: New Ideas Mon, 25 August 2003 01:30 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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My suggestions would be:

(1) Ability to target individual enemy ship designs via battle orders.

(2) Larger battleboard (20x20?) and higher possible movement speeds.

(3) Shield slot on DD instead of armor slot, switch tech levels with FF.

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Re: New Ideas Mon, 25 August 2003 09:26 Go to previous messageGo to next message
Hatterson is currently offline Hatterson

 
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Coyote wrote on Mon, 25 August 2003 01:30

(3) Shield slot on DD instead of armor slot...


You could just change it to a shield or armor slot. That way you could have a choice.



"Don't be so humble - you are not that great. " - Golda Meir (1898-1978) to a visiting diplomat

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Re: New Ideas Mon, 25 August 2003 12:44 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Coyote wrote on Mon, 25 August 2003 01:30

(1) Ability to target individual enemy ship designs via battle orders.


Big balance issue, it might be possible to change later, but it won't be in the first version.

Coyote wrote on Mon, 25 August 2003 01:30

(2) Larger battleboard (20x20?) and higher possible movement speeds.


Again, it might be possible to change later, but not initially.

Coyote wrote on Mon, 25 August 2003 01:30

(3) Shield slot on DD instead of armor slot, switch tech levels with FF.


All the tech components are in an xml data file (xml is basicly formatted ascii). So changing any of them should be pretty easy, it will not require code changes, as long as the changes match some combination of existing abilities.



- LEit

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Re: New Ideas Fri, 29 August 2003 11:09 Go to previous messageGo to next message
LEit is currently offline LEit

 
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From an article in the Bar:

overworked wrote on Thu, 28 August 2003 21:21

There's no way that I know of to generate the PPS information for only a single race.




overworked wrote on Thu, 28 August 2003 21:21

However, it's an interesting option that I'll mention to the Freestars designers as something to potentially take into account for when they get to the point of expanding the code base.

- Kurt



It's my hope that the client program will be able to open a .hst file just like it can open a .m file. And let the host see all the detalis of every race (however messages and battles wouldn't be included), it'll probably also be possible to open any .m file with the host password.

This feature should be controled by a check box in the game setup that every player can see, so if the host is playing they can turn this ability off.

At least initially, the host won't be able to play, at least not until we get the security much better.



- LEit

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Re: New Ideas Fri, 19 September 2003 19:09 Go to previous messageGo to next message
vonboy is currently offline vonboy

 
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will the cloan be compatible with the real game? i mean will somebody with the cloan version be able to play with somebody with the real game?

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Re: New Ideas Sat, 20 September 2003 01:51 Go to previous messageGo to next message
Hatterson is currently offline Hatterson

 
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No, there are some fundamental design difference that would make it impossible for the two versions to be compatible. =(


"Don't be so humble - you are not that great. " - Golda Meir (1898-1978) to a visiting diplomat

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Re: New Ideas Sat, 20 September 2003 06:55 Go to previous messageGo to next message
Micha

 

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gible wrote on Mon, 18 August 2003 12:39


option of 3 dimensional space. (could provide some really cool interfaces - anyone have VR goggles? )


Haven't seen it been mentioned before (but I could have easily missed it): a wrap-around universe would be nice. You would never be "stuck" in a corner with only a few options to expand ... or be "safe" in a corner with only a few ways you could get attacked. Grin Makes the game more fair.
In the first turn (and maybe always) you would start with your HW in the centre of the map but if you started scrolling N/E/S/W you would eventually end up there again. You know what I mean.

Hm, as a side note make holding down the space bar turn the cursor into a hand (like Adobe or other programs) and let this give you the ability to drag the map around, giving another option than just using the scroll bars ...

mch

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Re: New Ideas Sat, 20 September 2003 10:37 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Micha wrote on Sat, 20 September 2003 06:55

a wrap-around universe would be nice.


Initially I won't be doing this, it might be a possible option added later. The math will get somewhat complex especially for scanners and such. In the code I'm pretty sure the distance between two points is calculated in only a few places, so changing it should be possible.



- LEit

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Re: New Ideas Sat, 20 September 2003 11:53 Go to previous messageGo to next message
overworked is currently offline overworked

 
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LEit wrote on Sat, 20 September 2003 10:37

Micha wrote on Sat, 20 September 2003 06:55

a wrap-around universe would be nice.


Initially I won't be doing this, it might be a possible option added later. The math will get somewhat complex especially for scanners and such. In the code I'm pretty sure the distance between two points is calculated in only a few places, so changing it should be possible.



Ah yes, positional wrap code. Leit, I have a sample of this in the EPS spreadsheet. So if there aren't a lot of position checks in the code we could probably arrange to set a couple of inactive "stubs" to facilitate adding a "wrap edges" option with the second version (when we start adding things).

The map display differences are pretty much client side. That will have to be addressed by whomever is coding that, and I'm not sure they're posting here.

- Kurt

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Re: New Ideas Sat, 20 September 2003 12:32 Go to previous messageGo to next message
vonboy is currently offline vonboy

 
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Hatterson wrote on Sat, 20 September 2003 01:51

No, there are some fundamental design difference that would make it impossible for the two versions to be compatible. =(

why don't we make an exact verson first Shocked . then we can talk about adding on other crap later. ok.

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Re: New Ideas Sat, 20 September 2003 15:39 Go to previous messageGo to next message
Hatterson is currently offline Hatterson

 
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vonboy wrote on Sat, 20 September 2003 12:32

Hatterson wrote on Sat, 20 September 2003 01:51

No, there are some fundamental design difference that would make it impossible for the two versions to be compatible. =(

why don't we make an exact verson first Shocked . then we can talk about adding on other crap later. ok.


First of all I don't know why you are telling me what we should do, as I have nothing to do with the designing of FreeStars. Keeping that in mind the rest of the post is my thoughts.

There are a few reasons why the game is not being made as an exact copy.

1.) I believe that it would be much harder to do,

2.) It would somewhat defeat the point of actually making the game, and last but certainly not least;

3.) Because making an exact copy would violate federal law. I am sure the designers do not want to make the government or the police angry Shame



"Don't be so humble - you are not that great. " - Golda Meir (1898-1978) to a visiting diplomat

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Re: New Ideas Sat, 20 September 2003 16:10 Go to previous messageGo to next message
LEit is currently offline LEit

 
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From the FAQ:
LEit wrote on Thu, 12 June 2003 11:54

The .x and .m files will be initially open format (probably ASCII text, maybe XML), they will have to be encrypted at some point.



We do not know the existing file format, so we cannot make FreeStars compatible with Stars! And even if we did, I would still rather have xml files.

Also there will be several things that won't quite be the same, like the battle board, MT odds, initial galaxy creation odds, and other things that are not clear exactly how they're done in Stars!

(The FAQ is a bit out of date, the files are in XML format - which is readable as ascii)

The first goal is to make something that is very similar to Stars! Big changes can come later.



- LEit

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Re: New Ideas Sat, 20 September 2003 19:41 Go to previous messageGo to next message
gible

 
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For what its worth I have begun coding a 3d map UI in my (infrequent) spare time, more to see how bad the interface is without goggles than anything.

Wrapping definately! except I'd go one step furthur and make make the universe wrap with a spherical(circular) horizon...if you get what I mean...would make distance measuring an algrebraic hell..but certainly no worse than 3d projection.

Grabbing the map is the only way to go in 3d IMO. Otherwise you need a minimum of 2 scrollbars + zoom, and(I could be wrong)scrollbars can only be relative to the absolute coordinate system..not the apparent current veiw. Not really a problem in 2d tho..up/down/left/right persists regardless of viewpoint and scale.
For 3d I'm using this set:
(shift?)-grab to move any object to to another point on the front side of the visible sphere thus rotating every else (except the current centre-of-view) acordingly. (3d rotation)
(alt?)-grab to move any object to to another point on the front side of the visible sphere to rotate and zoom around/within the current centre-of-view/plane-of-view (2d rotation+zoom)
(ctrl?)-grab to translate the map laterally (2d translation)
+/- to zoom in/out of course

Now.. if only we had TWO pointing devices...

Beware the algebra that makes it work....2d might be ok tho. A 3d drawing course might shortcut things too...I only have a math degree to go on tho :/

Maybe I'm just a masochist...my universe actually has 5 dimensions...I'm just not using 2 of them.

Micha wrote on Sat, 20 September 2003 22:55

gible wrote on Mon, 18 August 2003 12:39


option of 3 dimensional space. (could provide some really cool interfaces - anyone have VR goggles? )


Haven't seen it been mentioned before (but I could have easily missed it): a wrap-around universe would be nice. You would never be "stuck" in a corner with only a few options to expand ... or be "safe" in a corner with only a few ways you could get attacked. Grin Makes the game more fair.
In the first turn (and maybe always) you would start with your HW in the centre of the map but if you started scrolling N/E/S/W you would eventually end up there again. You know what I mean.

Hm, as a side note make holding down the space bar turn the cursor into a hand (like Adobe or other programs) and let this give you the ability to drag the map around, giving another option than just using the scroll bars ...



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Re: New Ideas Sun, 21 September 2003 03:53 Go to previous messageGo to next message
Micha

 

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Another idea for the universe setup might be like SE (Space Empires), several universes connected by WHs ...

I'm not saying this is better than the way Stars! sees the universe, it's just different ...

Maybe also something for in the future? Making it possible to link several FreeStars universes together by WHs ... (might want to add that to the WH coding).

mch

[Edit: changed "Stars! universes" to "FreeStars universes" Smile ]


[Updated on: Sun, 21 September 2003 03:55]

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Re: New Ideas Thu, 06 November 2003 05:58 Go to previous messageGo to next message
marvo is currently offline marvo

 
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Hi,

My idea concerns minelayers, it occurs to me that managing large numbers is very time consuming so could not preprogrammed laying patterns be available.

One could be a six point pattern around a ref point with an auto matic move every other year or two. Another could be a straight line between two points with a number of specified laying points or an arc about a ref point again with an auto move component.

The possibilities are endless.

Another way this could be done which may be better as it would be more individual to each player and thus secret would be to be able to specify a wait for no of turns at x point to lay mines before the minelayer executes the next preprogrammed waypoint order.

This I feel would greatly reduce MM of this type of ship.

I do not know whether this has been suggested before.

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Re: New Ideas Thu, 06 November 2003 09:23 Go to previous messageGo to next message
overworked is currently offline overworked

 
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marvo wrote on Thu, 06 November 2003 05:58

Hi,

My idea concerns minelayers, it occurs to me that managing large numbers is very time consuming so could not preprogrammed laying patterns be available.

One could be a six point pattern around a ref point with an auto matic move every other year or two. Another could be a straight line between two points with a number of specified laying points or an arc about a ref point again with an auto move component.

The possibilities are endless.

Another way this could be done which may be better as it would be more individual to each player and thus secret would be to be able to specify a wait for no of turns at x point to lay mines before the minelayer executes the next preprogrammed waypoint order.

This I feel would greatly reduce MM of this type of ship.

I do not know whether this has been suggested before.


This sounds like something that could be handled on the client side - some sort of pre-set or defineable "custom order" that translates in a set of waypoint commands.

I do recall a "wish list" IRC discussion where I waxed philosophically about allowing non-circular minefield patterns as well. Though that essentially would require a new model on how to handle minefields (and sweeping) in general.

- Kurt

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Re: New Ideas Thu, 06 November 2003 12:47 Go to previous messageGo to next message
LEit is currently offline LEit

 
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This can currently be done in Stars!
Set orders to go to a point, and then give it orders to lay for 1 to 5 years, and then give it another waypoint.

If you set the first waypoint, select the number of years, and then pick a bunch more waypoints, you will give it similar orders for all of those waypoints.

This may work slightly differently for SD, because of their lay on arrival.



- LEit

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Re: New Ideas Thu, 06 November 2003 16:18 Go to previous messageGo to previous message
marvo is currently offline marvo

 
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Well thanks for that, that will be what that box with indefinitely in red is for then. I must be colour blind or just plain blind as I have played stars for many hours and never noticed it.

Thankyou for your understanding and sympathetic answer.

Leit, have you taken out Higards in Rwiab 1 yet?

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