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Topic: Aftermath (Read 103087 times)
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Fossaman
Frungy champion
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Posts: 60
Deep fried Lemur, anyone?
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Love the game, but the newest version is all but unplayable because of those new blur/glow effects you added. They take up like half the screen with neon green.
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Aftermath-Fan(atic)
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Well i think its time to bump this up Hey, Madgap, how far is the next beta?
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Madgap
Frungy champion
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We come in peace.
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Sorry to say I haven't gotten a lot done lately. Usually I'm pretty tired of programming when I get home from work. I added in a new collision detection/reaction system that takes rotational velocity into account. What this means is that you spin a bit when hit from the side. Also, we can now have long, skinny ships that collide correctly.
I'm still messing around with the ship balance. Also, I'm going to make a big change to combat. I'm going to separate exploration mode and combat, as in the original game. Combat will be about 5 ships vs. 5 ships max, but more can jump in during combat to replace lost ships. I've been playing it like this for awhile and I feel it gives a nice balance. It keeps the fighting from become too crazy.
Probably another couple of weeks until I get a new version out...
-Madgap
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Kaiser
Zebranky food
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Posts: 39
I love YaBB 1G - SP1!
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Is it out yet? =P
You know... If you made a slightly larger SC2 map, added a few old Alliance ships... You could most likely do a great remake of SC1. But, you know, with a story.
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Aftermath-Fan(atic)
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*sigh*
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Madgap
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Sorry, I'm stuck.
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Aftermath-Fan(atic)
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Stuck? How? :-/
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Madgap
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I'm having difficulty working out decent, fast paced, realtime rules for the strategic portion of the game. I just need to sit down and make something, then fix it later.
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Aftermath-Fan(atic)
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Well, I don't think that would be such a big problem.. I mean Aftermath is still a beta, which tells us that the game is far from perfect, balanced and complete So you could just release what you have and remember the players of the facts above... this way you could also get ideas from others of how to solve those problems...
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Fossaman
Zebranky food
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I love YaBB 1G - SP1!
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Adding a steady source of income (mines) would go a long way towards speeding up gameplay. Otherwise, all those lovely starbase hunting missions get interrupted by lack of fuel, etc...
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Madgap
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I agree with you. Before I was afraid of repeating SCIII's oddball resource system where you had to sit around and wait for fuel to be mined, but now I agree that some automatic mining system is neccessary for such a large scale game.
I've actually already implemented the resource system, I've just got to balance it out a bit.
There are six types of bases, and a system can only have 1: Starbase Raw Material Mine Resource #2 Mine (haven't named it yet.) Refinery Academy (crew resource...not sure about this one.) Transport Base
Basically you form supply chains by laying out the bases. Mines feed to refineries which feed into starbase along a chain of fairly cheap transport bases. The actual chain is generated automatically...you don't have to connect the bases together or anything.
You also have to build the bases in range of one another...if something is out of range of your starbase, for instance, you need to link to it with transport bases.
I've messed around with setting up multiple transport chains so that if the computer takes out a single transport base, a new supply chain is formed instantly along another path.
Also, you will be able to have one fleet per starbase that you control. You will be 'in' one of the fleets, but can give orders to the others through the starmap. You can also take direct control of another fleet, but there will be a period of time where you lose all control while you transfer from one fleet to the other.
Fleets are no longer just a group of ships. Each fleet will have a mothership of sorts (sound familiar?) that will be responsible for taking the smaller ships from one star to another. If you lose the mothership in battle you lose the entire fleet + the time needed to get back to the nearest starbase.
Battles will take place in a separate arena...5 v 5 (not including mother ships) max at a time. You can still have more than 5 ships in your fleet, just no more than 5 fighting at one time. If you lose someone and new ship from your fleet will warp in to replace him.
That's what I'm finishing up at the moment.
-Madgap
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NECRO-99
*Smell* controller
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Androsynth Combat Tactics Specialist
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Not surprisingly, I like where the tactical side of this game is going. Instead of just flying about and blowing everything to hell, you've got to strategize to conquer and win. Having 'Quan detachments attacking particular outposts and such will also add to the realism of fighting a war, not just a set of battles.
I'm playing an older version, so this may be fixed, but one complaint I have is the ship purchase/customization screen. When you click on the system (engine/shield/scanner/weapon) on the ship's schematics, it doesn't tell you what it is. Something describing what is in the specified area would be great. If that could be implemented, I'd wager getting stats on the weights of the particular systems you can purchase would also be useful, as well as a max tonnage for a particular hull. (The Scout and Skiff are overweighted before purchase )
Also, getting some way to replenish exhaustable ammunition instead of running back to a starbase to repurchase the weapon over and over and over...have a cargo ship able to carry extra munitions or something...Cruisers rock, but only for one, maybe two fights. Same with the Yehat Fighters. Nasty things, but exhaust too fast and can't be retrieved.
Something that might be handy to implement is some sort of chronometric system. That'll deal with the problem of setting up starbases/mines in X days. It will also give the player an idea of how long it'll take a fleet to reach a destination, not just how much fuel it'll consume.
Another idea for another base to be able to construct, although this would require having multiple bases in a single system, would be a Research Center. It allows the advanced technologies to be brought with to the new Starbase when created. Obviously, it'll cost an arm and a leg, but that's the point. Or is existing, advanced tech just going to be integrated with the Starbase upon construction? *Adding to this multiple-bases-in-one-system idea, some sort of automated defenses for the refineries and such should be added too. A starbase obviously can defend itself (as they come with guns), but sensor stations, mines and the like don't, easy pickings for a 'Quan hit and run squad.
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I love being a clone. Everything I do bad gets blamed on the real me!
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Fossaman
Frungy champion
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Posts: 60
Deep fried Lemur, anyone?
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I would advise against trying to implement a crew system, unless you change the way damage is logged. I don't think it would work that well.
How about the other kind of mine be an exotic mineral mine. You could also have random specific resources, like radioactives, gold, gemstones, etc...
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Fossaman
Frungy champion
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Posts: 60
Deep fried Lemur, anyone?
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You left the solar system. You're supposed to blow up then.
Hey madgap, I have never been able to get the full game to work with .67, it just freezes, doesn't show my ship or anything. Any suggestions?
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