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A couple questions for the powers that know |
Meko Grand Admiral
Joined: March 03, 2004 Posts: 1956 From: Vancouver
| Posted: 2010-04-09 01:51  
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On 2010-04-08 20:21, Shigernafy wrote:
Adding arcs isn't a trivial matter, unfortunately - its not a matter of "Arcs: 315-45" to set a Fore arc (though that'd be nice...). They're hard coded into the game and adding in sub-arcs would be a lot of work.
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Q1: What i got from that statement is that weapons are tagged as Foreward/Port/Aft/Starboard as aposed to a 0-359 degree scale, correct?
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On 2010-04-08 20:21, Shigernafy wrote:
Not a bad idea to have more arc flexibility.. just unlikely given the time investment required.
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Q2: Having Arc Flexibility would be freaking awsome. Realistically how much effort would making it possible be?
Unrelated topics:
Q1: How hard would a waypoint system be to code? and what i mean exactly is when CTRL-Clicking on the map, or in space, one selects that point in space right? well, the way point system could be as easy as ctrl-shift-Clicking to add additional points.
(the reason to bring this up is so one might 'chuck' a missile or fighter around a planet, as well as setting up a multiple jump trip while one goes for a bio break)
Q2: ive gathered from the changes going on that the weapons and ship layouts are being modified, are we to see anything new?
fank u fank u
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2010-04-09 02:23  
We could code sub-arcs in but that would then make game play more complicated. We try to leave some aspects simple for quick and easy play.
We use "Flags" to determine weapons arcs. A Device has 5 options.
1. None
2. Fore
3. Left
4. Right
5. Aft
The resourcer allows us to check which arc a device is enabled, the game sees it as simple binary.
None = 0000
Fore = 1000
Left = 0100
Right =0010
Aft = 0001
Weapons set to multiple arcs are flagged as necessary.
Fore/Left = 1100
Fore/Right = 1010
Fore/Right/Left = 1110
Full = 1111
I think you get the idea.
To add sub arcs we'd just have to create more flags but that would also require us to go back through every ship in the game and every device on every ship to make those changes.
That would take a very long time as we have done this twice before during major ship overhauls.
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Archon Grand Admiral
Joined: October 14, 2003 Posts: 331 From: Queensland, Australia
| Posted: 2010-04-09 04:21  
Posting in this thread to say hi to meko ^^
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~Insanity Is Only The Beginning~
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Meko Grand Admiral
Joined: March 03, 2004 Posts: 1956 From: Vancouver
| Posted: 2010-04-09 04:54  
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On 2010-04-09 02:23, Tael wrote:
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ok fair enough, makes sense.
how about the questions not related to arcs?
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2010-04-09 05:42  
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On 2010-04-09 04:54, Meko wrote:
Q1: How hard would a waypoint system be to code? and what i mean exactly is when CTRL-Clicking on the map, or in space, one selects that point in space right? well, the way point system could be as easy as ctrl-shift-Clicking to add additional points.
(the reason to bring this up is so one might 'chuck' a missile or fighter around a planet, as well as setting up a multiple jump trip while one goes for a bio break)
Q2: ive gathered from the changes going on that the weapons and ship layouts are being modified, are we to see anything new?
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A1: A waypoint system shouldn't be 'too' hard to impliment, however, as far as jump waypoints go the auto-pilot will plot the quickest route to a destination now. Not so smart when it comes to planet dictors however (which is where I think your suggestion might be handy). It's something I definately want to see, but on the list of priorities I fear it might be slightly low down.
A2: Yes. We're staggering the changes over a period of time so as not to complicate matters by submitting all the changes at once (which would inflate the download size of the patch), it also allows us to test them much easier. The new scouts are in-game already, although revisions are constantly being made. There's no time-frame, but it's being done.
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Meko Grand Admiral
Joined: March 03, 2004 Posts: 1956 From: Vancouver
| Posted: 2010-04-09 05:48  
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On 2010-04-09 05:42, BackSlash wrote:
A1: A waypoint system shouldn't be 'too' hard to impliment, however, as far as jump waypoints go the auto-pilot will plot the quickest route to a destination now. Not so smart when it comes to planet dictors however (which is where I think your suggestion might be handy). It's something I definately want to see, but on the list of priorities I fear it might be slightly low down.
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understandable, theres lots of changes going about. what about adding the waypoint system for fighters and missiles?
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On 2010-04-09 05:42, BackSlash wrote:
A2: Yes. We're staggering the changes over a period of time so as not to complicate matters by submitting all the changes at once (which would inflate the download size of the patch), it also allows us to test them much easier. The new scouts are in-game already, although revisions are constantly being made. There's no time-frame, but it's being done.
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makes sense.
i wish to submit the idea to add more cruisers to the game that are usefull, which will help reduce the dreadspace issue (which is already happening thankfully)
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2010-04-09 13:56  
Actually what I'd like to see is a s ystem where we can save one to 4 locations as a hot key... So while you are in a big battle and getting close to death, instead of Ejumping and being tacked easily, or having to break into F2 to plot a jump and make sure its a clear jump line, you can hit your hot key to select your saved jump point and then select J to jump to it.
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Tridgit 1st Rear Admiral
Joined: November 20, 2004 Posts: 24 From: Canada
| Posted: 2010-04-09 19:45  
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On 2010-04-09 13:56, Tael wrote:
Actually what I'd like to see is a s ystem where we can save one to 4 locations as a hot key... So while you are in a big battle and getting close to death, instead of Ejumping and being tacked easily, or having to break into F2 to plot a jump and make sure its a clear jump line, you can hit your hot key to select your saved jump point and then select J to jump to it.
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this i heartilly aprove of tael!!!!
adding this + the ability to waypoint weapons during combat would make me.... well, my pants are tight thinkin about it =)
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