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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 12, 2008 1:18 pm 
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<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
as of right now, no.

if i create a new priority target type called BREAK, then they would.


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 Post subject: Re: Discussion: Formations
PostPosted: Thu Jun 12, 2008 1:37 pm 
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<!-- Cadet //-->

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I'm liking some of the ideas, but i am going to try to not make things too radically different from where we are right now.

I have enough info to start formulating how I could give players this ease of managing their stuff without making it a nightmare for me to code.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 12, 2008 2:59 pm 
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<!-- Cadet //-->

Joined: Thu May 22, 2008 8:04 am
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Could missiles fire somwhat slower, but do a bit more damage to compensate. At the moment anything with a pair missiles can slavo off 20 in a round. This doesn't really give any interceptors much chance to intercept and the bombers typically run out of missiles and have to return to base anyway.


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 Post subject: Re: Discussion: Formations
PostPosted: Thu Jun 12, 2008 2:59 pm 
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<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
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Welp, like i imagined, when i started getting into a change, i REALLY get into it, so I am planning on a complete overhaul of how the game manages units and orders.

Here is what will happen.  And it will be a little while before this is implemented.

1.  only FLEETS can be given orders
2.  ships in the unassigned buckets will have very limited behavior, you cant give them orders, but they can detect, fire weapons, and probably just sit there and rotate to engage enemies.  Maybe i give them rudimentary movement ability like an attack order, but it will be just simple behavior.  You have to move them to a fleet or create a fleet on them to give them orders.
3.  fleets will move from order to order just like units do now, but wont be able to move on to the next order until all ships directly under the fleet are done with that order.  But on the other hand, a sub fleet within that fleet will have some flexibility on how it acts and wont necessarily be tied to the finishing of the parent fleet.  Thats hard to explain but I know what I mean, LOL.
4.  fleets will be considered into two classes, free fleets and sub fleets.  free fleets can be given all orders.  sub fleets can be given DEFEND ORDERS, PROTECT orders, basically orders that depend on the presence of a parent fleet. 
5.  priority targets can be given at every level of heirarchy, and will rule over everything below it unless superceded by priority targets given at a lower level.

That is the basic summary of what I will be attempting. 


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 12, 2008 3:02 pm 
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<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
i think you mean a fighter with 2 tubes can fire off 20 a turn (2 x 10 cycles) right?  Yeah, we can change the ROF for different missiles, which are all set at 1, we can set CM to like 3 and PT to like 5 or something.  Any opinions?


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 12, 2008 3:44 pm 
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<!-- Cadet //-->

Joined: Mon Jan 15, 2007 8:35 pm
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I like that idea a lot since it would allow fighters/bombers to remain in the fight longer, saving some of their ammo for later. The one thing I'm concerned about is would this changed rate of fire hurt the capital ships with missiles to much? For example, a Bothan Assault Cruiser has 20 PT Tubes. so with the change it would go from firing 200 PTs a turn to 40 PTs a turn. Also, I'm still pushing for that damage increase on missiles.


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 Post subject: Re: Discussion: Formations
PostPosted: Thu Jun 12, 2008 3:52 pm 
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<!-- Cadet //-->

Joined: Thu May 22, 2008 6:42 am
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Intriguing. Sounds promising. And confusing. I think I like it :)

Mark you are one insane person ;D

Be sure to tell us more as it progresses. And as usual I'll be glad to spew tons of dirt out of which you might be able to dig a diamond or two, LOL.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 12, 2008 3:58 pm 
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<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
yeah it would affect cap ships as well, but i think it would be realistic to have a ROF slowdown for missiles.

as for the damage increase I am thinking of raising the PT to 300.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 12, 2008 4:26 pm 
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<!-- Cadet //-->

Joined: Thu May 22, 2008 6:42 am
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I'm all for those changes.


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 Post subject: Re: Discussion: Formations
PostPosted: Fri Jun 13, 2008 12:45 pm 
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<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
I have started trying to code some of the initial pieces necessary for this and it is a hundred times more complicated than I foresaw, so I am not sure what result will come out of this.

Even a simple jump order for a fleet, how does it determine what status it is in as different ships are all calculating to get into jump position, or what if someone adds another ship in just as the ships are about to enter hyperspace.  Sure, I can talk and say "its over when this or this" but code wise it is a nightmare.

I am definitely going to have to simplify all of this and as a result it is not going to be as cool as some of you want.  I'll try but changing an entire foundation paradigm on how the game was created is not a simple task.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Mon Jun 23, 2008 7:59 am 
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<!-- Cadet //-->

Joined: Thu May 22, 2008 6:42 am
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It would be very useful to be able to set Nav Points, both for yourself and for your allies.

The idea would be that, when giving an order such as Jump, Move or Patrol, which require you to double-click on your destination, you could either do that, or select one of your "bookmarked" co-ordinates (e.g. "Home", "Nav Alpha", "Rally Point", whatever you want to name them) from a list on the left screen. This would save a lot of time and grief when moving units into battle zones, as you'd avoid not only the searching/scrolling/zooming but also the GUI slowdown caused by manually selecting a crowded sector or doing mouseover on a stack of units.

Nav Points should be either visible to allies or (ideally), selectable between Private / Allies Only / Public. This would help a lot with co-ordination between allies, but also make it possible to "rendezvous" with neutrals for e.g. trade, or even with enemies for duels - no need to roam around looking for something to shoot at.

Of course there should be a limit to the number of nav points -especially public ones-, as otherwise it can get quite messy. One interesting way to do that might be to implement them as a "beacon" unit, unable to move but either deployable by a spaceship or jump-capable, and give each player three or four.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Mon Jun 23, 2008 8:34 am 
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<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
interesting idea and one I will look into


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 26, 2008 11:26 am 
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<!-- Cadet //-->

Joined: Thu May 22, 2008 8:04 am
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I'm not sure what the eventual scale you're going for but right now it would be useful to be able to tell if a sector contains ships at range. No other information, just a kind of 'sector x has ships in it', when your zoomed out.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 26, 2008 11:33 am 
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<!-- Corporal //-->
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Joined: Mon Oct 11, 2004 12:00 am
Posts: 26
Location: Australia
I have a few questions about ground combat -

-Will there be any
-If so will there be things like ground based turbolaser emplacements or other forms of defensive buildings
-Would ground combat be a lot like space combat or be a lot more automated sort of like Rebellion style


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 26, 2008 2:46 pm 
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<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
- yes there will be ground combat
- there will be things like tanks, infantry squads, and turbolaser emplacements
- it will be done like space combat


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