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Author Topic: hey all ,and a few suggestions  (Read 3088 times)

Spades

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hey all ,and a few suggestions
« on: May 02, 2008, 01:38:24 AM »
Heya all, i just joined... i've been playing this a bit since v0.2 and i've been eagerly waiting for updates... Only found out today about this forum.

Chris, why didn't you advertise this forum on WC CIC?

Ive been reading a bit of previous/current suggestions so here are few random suggestions of the top of my head

I noticed that whenever there are allied ships and enemies around, enemies usually target my ship and wont break off pursuit even if they have been attacked by other ships... This can be very annoying, especially if you've been damaged and want to avoid fight.


About quests:
This is in relation both to rich merchant/hunter nemesis and player created quests:

You said that it will be possible to have only one active scenario at a time, so i thought you could make active and passive quests.
You could have only one active quests, but more passive quests cause those would me more of a fluff and wouldn't conflict with each other. Like the bartender jokes suggestion, or some random recurring character and such things.

Also it would be neat if you could actually make personal enemies/friends in game. Like those nemesis hunter that might in the end, after you blew him up 2 times become your sworn enemy. Or i guy that you saved and would help you out in some way when you next meet him... This would also be considered a passive type quest for example as it is not story driven just additional fluff.


About ground combat: Great idea, but i think you should make this optional if some hard core WC fans don't want that aspect. two possible ways:
either possibility to disable this from options screen, or make it almost always possible to avoid ground fight, either by buying stuff for that(this goes more for boarding then actual ground combat)

Another thing: could it be possible, when you make walking around ship possible to have storage for personal stuff like guns, equipment and what have you not?

this are my two cents for now... ill notch down anything i think of as i come along :)
Hope i wasnt to confusing

Thanks for the great game Chris

Christian Knudsen

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Re: hey all ,and a few suggestions
« Reply #1 on: May 02, 2008, 02:05:49 AM »
Welcome to the forums, Spade! :)


Quote from: "Spades"
Chris, why didn't you advertise this forum on WC CIC?

Well, I link to this site in my signature on the WC CIC forums, and when I posted the message about the new version, there's a link to the download section of this site. I also believe I mentioned this site after I released v0.1 -- at least I think so.


Quote from: "Spades"
I noticed that whenever there are allied ships and enemies around, enemies usually target my ship and wont break off pursuit even if they have been attacked by other ships... This can be very annoying, especially if you've been damaged and want to avoid fight.

Yeah, that's a good point. It shouldn't be that hard to implement either.


Quote from: "Spades"
You said that it will be possible to have only one active scenario at a time, so i thought you could make active and passive quests.
You could have only one active quests, but more passive quests cause those would me more of a fluff and wouldn't conflict with each other. Like the bartender jokes suggestion, or some random recurring character and such things.

I haven't really given more deep thought to the quest/scenario system yet, so I can't really say for sure what could and couldn't potentially conflict with each other.


Quote from: "Spades"
Also it would be neat if you could actually make personal enemies/friends in game. Like those nemesis hunter that might in the end, after you blew him up 2 times become your sworn enemy. Or i guy that you saved and would help you out in some way when you next meet him... This would also be considered a passive type quest for example as it is not story driven just additional fluff.

This could be hardcoded into the game, so it definitely wouldn't interfere with the quests/scenario. It's something I might add when I get to the nemesis hunter part.


Quote from: "Spades"
About ground combat: Great idea, but i think you should make this optional if some hard core WC fans don't want that aspect. two possible ways:
either possibility to disable this from options screen, or make it almost always possible to avoid ground fight, either by buying stuff for that(this goes more for boarding then actual ground combat)

Well, as the game is now with v0.3, you're only engaged in ground combat if you actually attack somebody, so it's pretty easy to avoid. I won't add an option to disable ground combat, but I might make NPCs boarding you a very rare event, whereas you can just choose whether or not you want to board other ships. However, 'capturing' a Drayman should reward you with a lot more cargo than simply blowing it up.


Quote from: "Spades"
Another thing: could it be possible, when you make walking around ship possible to have storage for personal stuff like guns, equipment and what have you not?

You will be able to drop your equipment on the floor inside your ship, just like you can drop it on the ground when walking around on a base.

Spades

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Re: hey all ,and a few suggestions
« Reply #2 on: May 02, 2008, 02:41:32 AM »
Just i few more things i came up as i played:

you should make ejected pilots and cargo show up on radar. I just had a situation where a friendly pilot got blasted and i couldn't find him after the battle was over.

Maybe you might in future make size of an item matter when deciding where you can store it in your inventory? add a backpack too?

Seems that all ground combat missions are sort of assassination/evil.(or i just ran into few of those)
Are there body guard/escort missions, hunting a criminal?
You can combine space with ground mission, as in you take a passenger on board and then you have to protect him when you arrive to where he is disembarking.

About ground combat: I think its great, and that it shouldn't be rare... Maybe just a piece of equipment that you can buy that will help you avoid boardings(to counter piece of equipment that allows you to disable and board). Bit i figure that its pretty ok even if there is none, since those complainers can simply play older version :P

About quests: there should also be some sort of quality assurance and possibility to unmount them from the game. the biggest issue with user created scenarios is a possibility of complete disaster(code wise and quality/story wise) :)

I would really like to have a locker on my ship, but i guess the floor will do :(

Oh and thanks for the quick reply, i see you're a night owl too :)

Christian Knudsen

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Re: hey all ,and a few suggestions
« Reply #3 on: May 02, 2008, 10:07:30 AM »
Quote from: "Spades"
you should make ejected pilots and cargo show up on radar. I just had a situation where a friendly pilot got blasted and i couldn't find him after the battle was over.

I suppose I could have cargo/ejected pilots show up as a small dot on the radar. The reason that you couldn't find him after the battle probably was that cargo and ejected pilots can only survive floating around in space for a limited time, so he had probably just exploded when you went looking for him.


Quote from: "Spades"
Maybe you might in future make size of an item matter when deciding where you can store it in your inventory? add a backpack too?

I considered this when designing the inventory system and thought that it was moving too much into the area of RPG -- I'd like to keep the inventory system as simple as possible for now (might make it more complex later!).


Quote from: "Spades"
Seems that all ground combat missions are sort of assassination/evil.(or i just ran into few of those)
Are there body guard/escort missions, hunting a criminal?
You can combine space with ground mission, as in you take a passenger on board and then you have to protect him when you arrive to where he is disembarking.

Yeah, there's only the one kind of ground mission at the moment. More will be added and I can definitely use your suggestions.


Quote from: "Spades"
About ground combat: I think its great, and that it shouldn't be rare... Maybe just a piece of equipment that you can buy that will help you avoid boardings(to counter piece of equipment that allows you to disable and board). Bit i figure that its pretty ok even if there is none, since those complainers can simply play older version :P

I feel that a piece of equipment that will allow you to avoid boarding is pretty much the same as a "Disable Boarding" option -- it's too powerful. Remember, for an NPC to disable your ship, he's got to get through your shields and probably destroy some of your armor for the Disabler missile/gun to have its effect. So in essence, he's boarding you instead of killing you, so in a way you're given an extra chance for survival. Players that don't like ground combat can just reload their saved game, like they would have done if their ship was completely destroyed.


Quote from: "Spades"
About quests: there should also be some sort of quality assurance and possibility to unmount them from the game. the biggest issue with user created scenarios is a possibility of complete disaster(code wise and quality/story wise) :)

I'll add some sort of rating system for the quests/scenario page on this site, when I get to that. That way players will be able to rate the quests on difficulty and overall quality, so you can just choose not to download the quests that have been rated too poorly. Also, you can decide to 'unload' a quest at any time -- you'll just have to start from scratch again if you later decide to give it another shot. I imagine that quests will be loaded somewhat like this:

During a game, you press SHIFT + Q to load up the quests menu. This menu displays a list of all the quests in your /QUESTS folder (each quest is in a separate file). You won't be able to select quests that you have already completed in your current game (but if you restart the game with a new character, you'll be able to play all the quests again). You then just select the quest you want to load, and keep on playing your current game and follow the story of the quest. If at any time you want to stop the quest (or want to play another quest instead), you just press SHIFT + Q and 'unload' the current quest.


Quote from: "Spades"
I would really like to have a locker on my ship, but i guess the floor will do :(

Oh, I misunderstood you. I thought you were just asking whether or not you could store equipment on your ship. I suppose it wouldn't be to difficult to create a sort of locker on your ship -- maybe just a small one tile room with a door that only you can open. Inside this room you can put your equipment on the floor like you would any other place, but here it will be safe from passengers and boarding parties.


Quote from: "Spades"
Oh and thanks for the quick reply, i see you're a night owl too :)

Yeah, it's a national holiday here in Denmark, so I'm off from work until Monday. (Still have some work to do at home, but at least I don't have to get up early in the morning!)

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Re: hey all ,and a few suggestions
« Reply #4 on: May 15, 2008, 09:46:26 PM »
There's something from the original Privateer that's really pointless, but I occasionally miss it: When my ship once more got disabled by a stupid pirate and drifts helplessly trough space with a busted engine, I'd really like to be able to hit ALT-D and end this in a fiery explosion.

Christian Knudsen

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Re: hey all ,and a few suggestions
« Reply #5 on: May 16, 2008, 09:33:00 AM »
Hehe. Shouldn't be too hard to add. :D

Spades

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Re: hey all ,and a few suggestions
« Reply #6 on: May 16, 2008, 01:54:03 PM »
here's some few more observations i have(i really cant call them suggestions as im not certain if its just my subjective feel, and they are far away from critics)

moving diagonally in space seems faster.
900 kps, is twice as fast as 600, not 50%
if you use afterburners while you're turning around you're turning at max peed all time, if you turn normally you can easily get to zero(i presume because of inertia). it seems like too big a difference to me.
When you collide with something it can sometimes turn your ship for more then a full circle, which seems a bit excessive... and if you tr to compensate by steering in the opposite way it seems it wont stop... you just wobble left-right wile going straight till you let go so that inertia wears off


Pirates and retros never attack each other.

Now as i said, i might be completely wrong about any of those, or some might be tied to low end ships, but would like to hear your answer Chris :)


couple of suggestions:
About those assassination missions, you should probably just reduce the fines and increase the pay for missions... also if you ever make bodyguard/bounty hunting missions i assume that those shouldn't make any fines.

if you have huge fines, does that increase your pirate relationship?
if you have good standing with a certain type of employer, and you loose it, does it require the same amount of work to restore it, or less?

Christian Knudsen

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Re: hey all ,and a few suggestions
« Reply #7 on: May 16, 2008, 05:06:36 PM »
Quote from: "Spades"
moving diagonally in space seems faster.

That's due to the game's tile-based nature. When moving diagonally across a tile, you're moving 1.4 times the distance as moving vertically or horizontally along it. As moving diagonally takes as much time as moving vert or horz, you're actually moving faster.

Quote from: "Spades"
900 kps, is twice as fast as 600, not 50%

That's all due to have I've programmed the game's main loop. Instead of moving a ship when X microseconds have passed, it moves when X loops have occured. So, for example at 900 kps you'll move every 2nd loop, while moving at 600 kps you'll move every 5th loop (or something like that). I might change this to the more correct "move every X microseconds" at some point, but it would require a major overhaul of the code and it doesn't seem to be that big of a problem.

Quote from: "Spades"
When you collide with something it can sometimes turn your ship for more then a full circle, which seems a bit excessive... and if you tr to compensate by steering in the opposite way it seems it wont stop... you just wobble left-right wile going straight till you let go so that inertia wears off

That's because your ships goes into a spin when you collide with something. The faster you were moving when you collided, the longer you will spin. And it's not true that the spinning won't stop if you try to compensate -- it will stop just as fast/slow as if you didn't compensate.

Quote from: "Spades"
also if you ever make bodyguard/bounty hunting missions i assume that those shouldn't make any fines.

That's right. Attacking/killing enemies during a bodyguard or bounty hunting mission shouldn't result in fines and banning.

Quote from: "Spades"
if you have huge fines, does that increase your pirate relationship?

No. Fines don't do anything yet.

Quote from: "Spades"
if you have good standing with a certain type of employer, and you loose it, does it require the same amount of work to restore it, or less?

The same.