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Home » Stars! Clones, Extensions, Modding » FreeStars » make PP what they are suppose to be
Re: make PP what they are suppose to be Sat, 06 August 2005 23:04 Go to previous messageGo to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
dreadlordnaf wrote on Tue, 02 August 2005 04:47

First off perhaps limit or restrict IT's ability to gate huge freighters around.

It will be possible to turn off cargo gating for ITs with Freestars. This would really change ITs, so it's probably not a good idea.

dreadlordnaf wrote on Tue, 02 August 2005 04:47

-Perhaps do things like add a new starbase hull just for PP. A really cheap one that has just 1 slot and lets you build a mass driver on a new world for dirt cheap. This change would also let you use the terraforming aspect of PP much better on new worlds.

Easily possible in Freestars, but there isn't really much point, the orbital fort already does this.

dreadlordnaf wrote on Tue, 02 August 2005 04:47

-Do something to increase the terraforming aspects of packets. The 50% chance is not good.

Currently it's just a true/false on the race. But, as you note, it should be a bit more definable, I'll add that soon. Perhaps # of minerals for a chance, and odds of it happening.

dreadlordnaf wrote on Tue, 02 August 2005 04:47

-Increase the speed of all mass drivers. There's no reason PP shouldnt start out with warp 7 Mass drivers and have the capacity to get it up to warp 16 or 17 or something. This increased speed would also make it more efficient to bomb planets with packets.

Easy to do in Freestars.

dreadlordnaf wrote on Tue, 02 August 2005 04:47

-Make all mass drivers much cheaper to build accross the board for PP. Again this is mainly to help out new worlds that want to get a mass driver up to use the terraforming.

It's possible to specify a cost reduction on certain types of parts, it should work on drivers, but I havn't looked into that yet. The same thing has to work for IT drivers, so it will be possible to give PPs a cost reduction to all drivers.

dreadlordnaf wrote on Tue, 02 August 2005 04:47

-Or instead of increasing packet speed make it so that there is a high level mass driver which does the equivlant of gating minerals isntantly.

Not possible without upping the speed to warp 20 or so, which has another effect of making packets world killing machines, which might be what you want...

dreadlordnaf wrote on Tue, 02 August 2005 04:47

-Make it so that PP can also fling people.

Currently there is no plan for this. If it does get added, they will all die if they are overflung, if the catching driver is under rated, if they hit a different players worlds, or if any other players ships meet the packet in space. So you can't use people as ammo.

dreadlordnaf wrote on Tue, 02 August 2005 04:47

-Being able to fling lots of minerals isnt too useful if you dont have any. Maybe give PP some sort of bonus to mining or other interesting things like mineral alchemy. Or make it so that their mass drivers somehow help out the mines on thier planet and give a bonus to mining as long as there is one in orbit.

No plans for either of these, however you will be able to adjust the cost of the PRT, so that you can use those points to buy more or better mines.

dreadlordnaf wrote on Tue, 02 August 2005 04:47

-Make a ship that can hold a mass driver. This would allow the remote flinging of packets from minerals that are being remote mined.

No plans for this. Since packets cost resources as well as minerals, and ships don't have resources, this would take a major change.

Micha wrote on Tue, 02 August 2005 06:14

A few threads down EDog mentioned that PP maybe should be able to use their mass drivers to grab space dust and "mine" minerals like engines scoop fuel ...
Going a bit further (a link to a post of mine in that thread, it would be neat to suck minerals from all (enemy) planets (with a mass driver in orbit) in range of your own mass drivers.

No plans for any of this either. Sucking minerals from planets is probably a bad idea, but perhaps from other packets would be interesting.

dreadlordnaf wrote on Tue, 02 August 2005 07:31

Im sure they could scale this somehow to make packet dmg more exponential yet with a lower base. So that slower packets going warp 10 and below dont do as much damage as they do now, but higher level ones do much more.

This would be a code change, so no plans currently. If done there would be a rules file setting to adjust this.

Kotk wrote on Wed, 03 August 2005 08:09

Yep ... CA is broken with its 0 cost terra.

This too is adjustable in Freestars.

velvetthroat57 wrote on Wed, 03 August 2005 12:16


The problem to me with PP is:

(a) expensive PRT
(b) NAS costs points
(c) extra minerals needed - ARM or good mines - costs points
(d) econ boost from packeting is small.


a and b will be easy to change in Freestars, both allow more points for better and/or more mines. As mentioned above, I'll be changing packet terraforming to be adjustable too.


Most 'magic numbers' in Stars! will be definable in the rules file for Freestars, if you want to see the current rules file, it's on Sourceforge at: http://cvs.sourceforge.net/viewcvs.py/freestars/freestars/ru les/MyModRules.xml?view=markup


[Updated on: Sat, 06 August 2005 23:06]




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