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Topic: Raise the difficulty? (Read 10257 times)
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Chrispy
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To make serious changes, wouldn't it me more than just hacking up code.
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Chrispy
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I dont think anybody is against it.
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Culture20
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Thraddash Flower Child
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Krulle brought up some interesting ideas for higher difficulty mods in the "play challenges" thread. I've got a psuedo-related one: Make resources from destroyed ships into actuall materials that you have to carry in your storage compartments. Every ship has like 1 kiloton of antimatter (they all use antimatter for fuel, see commander comm logs), and mostly commons and base metals for the rest. This way, the Captain has to make more use of the "dump cargo" feature, and it's more realistic.
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Chrispy
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More realistic, but also more complicated. Well, not really. Go for it.
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Krulle
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*Hurghi*! Krulle is *spitting* again!
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Krulle brought up some interesting ideas for higher difficulty mods in the "play challenges" thread. I've got a psuedo-related one: Make resources from destroyed ships into actuall materials that you have to carry in your storage compartments. Every ship has like 1 kiloton of antimatter (they all use antimatter for fuel, see commander comm logs), and mostly commons and base metals for the rest. This way, the Captain has to make more use of the "dump cargo" feature, and it's more realistic. I like that one.
For thos who missed it, I'll repeat my post from the "play challenge" here, where it fits better (as we are talking about a higher difficulty level being programmed into UQM):
4. No reason for that! Who will guard those planets? And why? Another problem is the Melnorme. If they know ships guard some planets, they will want to know why. And after they find that they guard on Rainbow Worlds they won't need you to find Rainbow Worlds for them. Add even more difficulty here: After the third planet, have the Melnorme say, that they found out what the pattern is and means, and that after this trade they will leave the sector to follow the Precursors. 3x Rainbowplanet is enough to buy everything necessary to win the game, but no more fuel on your trips afterwards.
Maybe you can have one single trader left in this region of space, but finding it is difficult, since Blueish not only crosses from planet to planet, but also from system to system. Thus further trade will become very hard. And yes, calling for Melnormes in Hyperspace with your 'Caster not only brings one Melnorme coming in 15 minutes, but also a lot of Heirarchy battlegroups patrolling all of Hyperspace, as well as some Kohr-Ah Death-groups. And additionally, normal Hyperspacefluctuations prevent you from collecting the Debris if your were travelling in Hyperspace before combat (never mind the fact that you are pulled into realspace before the fight starts, you simply jump back automagically and thus loose the debris).
Loosing the Slylandro Debris completly makes it a very hard start into the game.
Enjoy! Krulle
BTW: I do not have the skills to program my own suggestions, but since these ideas are not as hard to implement like a second Precursor tug as "small boss", i think if someone starts up a branch of UQM with a higher level (which i wouldn't do before UQM has reached the final file-structure, otherwise upgrading the higher level to newer UQM-versions might need reprogramming), then i think these ideas can be considered as well.
An idea for an easy level: Your lander has by default already half the immunity of the upgrades. But that's really not necessary.
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« Last Edit: February 17, 2004, 01:14:43 pm by Krulle »
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Krulle
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*Hurghi*! Krulle is *spitting* again!
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Yeah, i know, but i tried to give ideas which do not need a lot of programming when implemented. And you can say what you want, if the debris is lost, a lot of money/ru is lost as well. you then have a real incentive to go to the Slylandro, since you cannot collect debris from the probes to rebuy lost crew. So in the fights you are only loosing time and crew, but not winning any resources. And waiting 15 minutes for your melnorme rescuetrader is what in game-time? 6 months??? A damn lot of time to wait, which is simply wasted. These ideas are easier to implement and thus earlier available, if someone took the time to do so.
Programming and implementing a new AI would be fine, but really isn't easy to implement. And seeing Timewarp (which has only general AIs, no specialized ones), i must say, with SC2/UQM the programmers did a great job.
Enjoy! Krulle
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Bwahaha
Zebranky food
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As someone who has "hacked" a fair chunk of UQM code in the past, I would strongly recommend holding off until 0.4 before forking the project.
Why? Well, for one, Michael's "road-to-0.4" posts seem to indicate that there will be some fairly fundamental paradigm shifts in a number of key areas in the UQM code.
Secondly, the gist that I've gotten from several of the core team's posts is that 0.4 is going to be breathtakingly close to the 1.0 release - this means that when 1.0 does hit the streets, it won't take a great deal of effort to bring the fork up to the same standard.
None of that should stop the thoughts from flowing, though! The last couple of weeks have seen some really strong ideas come from a wide range of people - enough to inspire me to lend a hand on the 0.4 fork, should we ever get that far.
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