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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Sat Jun 07, 2008 2:55 am 
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It's not so much a gameplay as it is an interface suggestion....but is it possible to have a 'return to sector view' button on the main menu, instead of having to select a unit from the Fleets interface and using the 'zoom to unit' and 'zoom to sector' buttons there?

And is there a way to see how much money I have? The treasury in the main menu indicates I have 0.00.....

Sorry for so many questions. It's my first day, and I'm trying to get my head around it all


Last edited by dojoyoda_warlords on Sat Jun 07, 2008 2:58 am, edited 1 time in total.

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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Sat Jun 07, 2008 4:14 am 
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Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
dojoyoda wrote:
It's not so much a gameplay as it is an interface suggestion....but is it possible to have a 'return to sector view' button on the main menu, instead of having to select a unit from the Fleets interface and using the 'zoom to unit' and 'zoom to sector' buttons there?
If you double right click the view screen it puts you back to the galactic view. :)

dojoyoda wrote:
And is there a way to see how much money I have? The treasury in the main menu indicates I have 0.00.....
This you can find at the bottom of the last report file. But I agree that this would be a nice addition.

And no worries, it takes some getting used to, but mark is improving things rather quickly :)


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Sat Jun 07, 2008 10:56 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
dojoyoda wrote:
And is there a way to see how much money I have? The treasury in the main menu indicates I have 0.00.....


during the real game you will be able to see your treasury on the main menu.  During this phase, I didnt want to just add funds to your treasury because I didnt want certain functionality being accessible at this time (like buying an embassy on Coruscant) so I do it through the instant unit allotment that you can see via your user report.  sorry for the inconvenience but that will be solved when we start the full economic game.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Sun Jun 08, 2008 6:10 pm 
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Joined: Thu May 22, 2008 8:04 am
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When you're allies with someone, can it be made possible to share sensor data?

Also, could some indication of effective detection range be put in. Say the distance at which there's a 75% chance of detecting a fighter.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Tue Jun 10, 2008 4:00 am 
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Detection range would really be interesting to know. How to make the indication meaningful is not so simple, though.

I suppose a set of concentric circles with a logarithmic scale would work - showing the 95% confidence radius for, say 10m, 100m, 1000m and 10000m ships. In any case, to avoid clutter this should probably be shown on demand only (maybe next to the Show Damage / Show Allegiance )

It would also be interesting to be able to toggle between active and passive searching methods. Active scans would improve (say, 1.5x) the unit's detection capacity, but increase even further (say, 3x) its own signature essentially broadcasting its position. This would probably work best as an order (e.g. "SCAN"), and maybe only available to units with certain detection ratings (e.g. 4+).


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Tue Jun 10, 2008 8:05 am 
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Joined: Sat May 17, 2008 2:05 am
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thanks for putting up that analysis Kobra, definitely giving me some good ideas


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Tue Jun 10, 2008 1:08 pm 
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If you put small craft into a fleet, then load them into a carrier they all move to the carriers fleet when they launch again.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Tue Jun 10, 2008 1:29 pm 
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Hmm.. yup that would seem what the code would do.  I cannot think of a nice neat way of preventing that, since a ship only has one parent at a time, and it keeps no history of who its old parent was.  So until/if i can think of a way around that, sorry for that inconvenience.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Tue Jun 10, 2008 11:47 pm 
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Hey everyone. I'm a little disappointed in the performance of ordinances, so here is my analysis on what I have encountered in regards to the Proton Torpedo. If anyone has data or an opinion of their own please share it. I'm also curious how the concussion missile preforms.

Hit Rate:
-87 Torpedoes were fired of which 74 Hit. This is roughly an 85% hit rate.
I think this is a fairly good hit rate for a ship of this size, no complaints.

Damage:
-The enemy MC40 lost 5% of 105774 Hull Hit Points so 5289 damage
-74 Torpedoes hit so it comes out to be 71 damage per hit.
-In Order to kill 100,000 worth of hull points it would take 1409 PT hits, so assuming 85% accuracy, 1658 PTs would need to be fired at the target or 185 XJW (Cost 126484), 104 BW (Cost 51168), or 119 EW (Cost 49504)

I personally believe that torpedoes need to play a larger role, especially since they are a limited weapon. Right now everyone's ship is just producing weapons, but in the future these weapons will need to be crafted, moved to the front line, and loaded on ships. To account for this added trouble in loading ships with weapons, I propose one of the following Ideas:

Idea One: Simply Up the Damage of the PT
If the damage were doubled, I believe that the PT would become a truly viable tactic. Essentially it would make it so 5 squadrons of BW (60) fighters, could take down an MC40 or equivalent ships. With the current hordes of fighters, 60 BWs sounds like nothing but to load them all to capacity would take me 226 cycles or 32 Hours.

Idea Two: Up the Damage of the PT Significantly but Make Them Hit Shields
Proton Torpedoes, in most books, games ect I've seen do not go through the shields necessarily. If the PT were made to be a weapon like the other ones which doesn't automatically penetrate the shield the damage would have to be increased by 3x or 4x.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Wed Jun 11, 2008 12:11 am 
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Joined: Sat May 17, 2008 2:05 am
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Im interested in the opinions on this.

Couple of tidbits for all of your info

-the reason i have CMs and PTs hitting hull is because if they didnt, there would be no way you could knock out a Shield Generator on a ship without first bringing down the shields first (kinda worthless).  CM/PTs since they hit hull all the time have a chance at a critical hit.

-even in the real game I plan on having SOME fuel/warhead production at a ship level, but I think it will be drastically reduced.  I want to make warheads still a logistical problem you will have to figure out.


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 Post subject: Discussion: Formations
PostPosted: Wed Jun 11, 2008 3:20 pm 
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Joined: Sat May 17, 2008 2:05 am
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I want to open up a discussion on formations.

Currently the only way to get ships to behave in formation is via the ESCORT command, but there are limitations, like if the flagship gets killed or docks, all the escort ships lose their orders.

So, I have been thinking of a way of doing a formation and this is what I am starting to come up with.

Since we have FLEETS already, I can add formation functionality to the FLEET object.  You would be able to give order to the actual FLEET unit, like MOVE.  I would try to keep it very simplistic where you just tell the FLEET where to move, and any ships within it that have NO ORDERS would go where the FLEET is going.  There is alot of code just to do that, but I think I can handle that.

The questions starts coming up in my head of what happens when you assign a FLEET to move but no ships below it are free of orders, does the FLEET object virtually move and whenever the ships orders end, they try to catch up?  That could get very confusing for you guys to follow.

Also, what kind of actions could you assign to a fleet.  You cant really assign a formation/Fleet to attack.  Maybe a fleet of cap ships that dont have to maneuver on stuff, but it wouldnt make sense for a Fleet of fighters to have to stay in formation during combat.

I think I really want to know what you users would use the formation/fleet for, and I can tailor what I allow it to do based on what you ask.  So I am anxious to hear your thoughts.

I think i could make some very simplistic code to just allow FLEETS to be used to move ships around easily, to keep you from having to do individual orders.  I also see me creating a FORM UP order that a ship can call that will move the FLEET position to wherever the ship is, and the rest of the ships would form up on it.  I think that would be necessary if all the ships in the FLEET dock, say, or are destroyed.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Wed Jun 11, 2008 3:48 pm 
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Joined: Wed Jun 11, 2008 3:04 pm
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how about a "Remember Me" Option?


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Wed Jun 11, 2008 3:52 pm 
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Joined: Sat May 17, 2008 2:05 am
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That is something I can think about.  I would recommend just changing your password once you login for the first time to something easy for you to remember.  Thanks for the feedback.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Wed Jun 11, 2008 5:12 pm 
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Can the ATTACK order be given conditions, such as; untill unit X is destroyed/gone, untill Y time has passed, or Z damage has been sustained, or W warheads remain, or V fuel. Also an ATTACK radius would be cool. I know some of the functunality is there with the DEFEND order but not all.

Ideally you'd want to have ATTACK always there but activated by conditions. So you could queue up a list of behaviours, say jumping around, and if you ever encounter an enemy the ATTACK order comes into play.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 12, 2008 12:37 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
Idle_Scholar wrote:
Can the ATTACK order be given conditions, such as; untill unit X is destroyed/gone, untill Y time has passed, or Z damage has been sustained, or W warheads remain, or V fuel. Also an ATTACK radius would be cool. I know some of the functunality is there with the DEFEND order but not all.

Ideally you'd want to have ATTACK always there but activated by conditions. So you could queue up a list of behaviours, say jumping around, and if you ever encounter an enemy the ATTACK order comes into play.


as you mentioned ATTACK with a radius is a DEFEND, but i would like to know which functionality is not there?  I dont see any, so I wont do a RADIUS on ATTACK
Z damage sustained - i just added that yesterday by setting your HULL BREAK LEVEL it will break out of ATTACK orders (and many others) when it gets to a certain hull damage level
V fuel - same thing as damage, just added yesterday
W warhead - I suppose I could add that too
Y time has passed?  hmm not sure on that one, what would be the tactical reason for that?  Please detail further...
until X is destroyed?  well you can currently have it not attack targets unless its a given unit, and then put a NO TARGET after that in your priority list.  But perhaps if I added something like a NO TARGET, like say a BREAK priority target, where if it runs out of priorities and reaches a BREAK, then it breaks out of its current combat mission (ATTACK, DEFEND, PATROL, BOMBARD).  what do you think?


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