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MarkBell

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Reply with quote  #1 
Please put any development suggestions for 2.7.0 in this thread. Bugs and Issues go in the other thread.
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notsabbat

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Reply with quote  #2 
Is there a way to lock open the ordnance selection?
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BrianReddus

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Reply with quote  #3 
Can there be some sort of visual indicator of the range of sensors? With the addition of probes I'd love to try out limited range sensor games both with friends and at events, but right now there's no visual cue that your sensors end at a certain point. I've attached a simple picture with how I'd think it would look, but really any visual indication would be good.

Server names seem to be pulled from the user name of whatever I'm logged into in Windows. AFAIK this can't be changed anywhere in game (or if it can, I can't easily find it) so it would be nice to be able to be changed, especially if you're in a big event with multiple servers on the same network.

Comms chat on the console select screen is obscured by the Customize Ship option, but this is more of a bug.

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ryleyra

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Reply with quote  #4 
Quote:
Originally Posted by BrianReddus
Can there be some sort of visual indicator of the range of sensors? With the addition of probes I'd love to try out limited range sensor games both with friends and at events, but right now there's no visual cue that your sensors end at a certain point. I've attached a simple picture with how I'd think it would look, but really any visual indication would be good.


A simple grey circle, identical to the one on Helm and Weapons showing the range of targeting scanners would be fine with me. The "greyed out/fog of war" appearance you posted is fine too, but it's still a little hard to see the range of sensors. An actual grey fog outside of sensor range might be better.

Note that there should be objects visible within sensor range of bases and enemy ships as well. Your picture properly shows that, but it's not as clear as it would be with actual circles.

Actually, when I draw that, it looks pretty cluttered. It might not be too bad with the overlapping lines not drawn though.

BrianReddus

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Reply with quote  #5 
I like the idea of best of both worlds: the outside border of sensor range has a line, but beyond that some obvious color/noise/fog would be nice to show players more quickly that "you don't know what's out here." It may also be a good idea to have the same kind of overlay/fog/effect on nebulae to also show new players "Hey, this nebula will obscure your sensors."

Quote:
Originally Posted by ryleyra

Note that there should be objects visible within sensor range of bases and enemy ships as well. Your picture properly shows that, but it's not as clear as it would be with actual circles.


I actually just made the picture in Photoshop in, like, 10 minutes. I don't actually know the 'rules' of sensors when they're on limited range. I mean, there's that ship on the bottom that should be hidden but I didn't wanna scribble it out or something.
ryleyra

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Reply with quote  #6 
Actually after thinking about it I like the idea of making the background of the sector black in areas where the sensors do not reach. Leave it dark blue where it does reach. The circles could also be very dim, almost translucent.
gnxlxnxx

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Reply with quote  #7 
I'd love to see a Serverversion with commandline interface for linux where you could adjust difficulty level, ship etc. with arguments. With the only output being the game result at the end. It'd be nice if you could host multiple games at the same time but that'd probably be hard to realize.

Or you could create a Webinterface for the Server which could also run on a Linux-PC or -Server so you could host a game 24/7 and if anyone wants to play one round they can run it on your Server and don't have to host it themselves.
Xavier Wise

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Reply with quote  #8 
Add the ability to modify ship hull strength for NPC ships.


At the moment, all ships have the same number of hull points, which I believe is 50. A Torgoth Behemoth therefore has the same hull points as a Kralien cruiser. It would be brilliant if this could be a value added to the vesselData that could be modified, so we could set a Torgoth Behemoth to a value of 100+ and keep the Kralien cruiser down at 50. If that value could then be tracked by science as "Hull Integrity" on their console, that would give another value to monitor. Some ships could have such a high hull integrity that PShocks no longer kill them in one shot. However, the use of PShocks would become more vital against them because they would still cause massive damage.

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ryleyra

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Reply with quote  #9 
Quote:
Originally Posted by Xavier Wise


At the moment, all ships have the same number of hull points, which I believe is 50.


It's 70. Agreed that it seems unrealistic that once shields are down, Torgoth ships are just as easy to destroy as Kralien ships. Also agreed that PShocks would be much more valuable if they could be used against the greater hull of Torgoths.

I'll add that bases have a hull strength of 1. Presumably this is to make them fragile and in need of protection, but enemy bases would be a lot more difficult to destroy if they had more hull points.

Finally, given that player ships take 1 internal node damage at a time, no matter the damage of incoming beams, that means TSN ships have effectively 5 times the hull points of an NPC ship! Ximni and Pirate ships average about half that...

ryleyra

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Reply with quote  #10 
These are some scripting suggestions, but since this is future development I thought I should post it here rather than in the Scripting forum.

Add the ability to play OGG files to play_sound_now. (or add a new command)

OGG files were used with incoming_message because they took up much less space than WAV files. Deprecating incoming_message in favor of set_comms_button improved the interface, but made scripts with audio much larger. The OGG playing code must still be available somewhere (unless it had to be removed for licensing reasons) so this should not be terribly difficult.

Add a command that spawns wrecks, like the now deprecated spawn whale command

It seems as if, as new monsters are added to the game, they will be added between the Jelly and the Wreck, and the Wreck would be moved down the list. If this was C#, I would recommend making the Wreck enum -1 😃 but since the create monster command is supposed to create a Classic monster by default, it can't be changed to spawn a wreck for the value 0. So since the wreck value isn't likely to be a constant from version to version, I'd like a command "create type='wreck'" that will create a monster of the proper type. This would also syntactically distinguish wrecks from other monsters.

Provide access to the switch that prevents Pirates from docking at bases

This is a great new feature, but it needs to be able to be overridden if a script is non-combat in nature, or reversed if the script want to give the Pirates a means to "redeem" themselves. If this switch could be set on a per station bases, or a station could be set to ignore it, this would be even better.
Dave Thaler

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Reply with quote  #11 
Currently the sensorSetting is global.  I would like to see the sensor range be ship-specific in multi-ship simulations.  For example, I want the ability for a Scout ship to be (say) 33k when non-Scout ships are 16k.   Scripted missions can sort of simulate this for single-ship missions by detecting which type of ship is being played (this itself is not easy), but not for multi-ship missions since all ships inherently have the same sensor range.
ryleyra

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Reply with quote  #12 
Quote:
Originally Posted by Dave Thaler
Scripted missions can sort of simulate this for single-ship missions by detecting which type of ship is being played (this itself is not easy)


I would like the ability to at least read the hullId from a ship.

I think that probes are meant to provide Scouts with this advantage, but right now the number of probes is wrong, and the temporary nature of probes also complicates things. I would like to hear what people who are used to playing Empty Epsilon think of the implementation.

U.E. Admiral

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Reply with quote  #13 
To copy/paste from the troubleshooting forums:

Ordnance in flight constantly flashes its icon on the screen. This constant flashing has actually caused a valued crew member to stop playing because of visual discomfort. A way to turn the flashing off would be much appreciated.

Edit: Also, restoring the ability to modify ordnance properties like yield, speed, station-storage, etc would also be a really huge step in the right direction. I would even go so far as to set things up so that Fighter's ordnance is actually configurable independently from standard Homing Torpedoes, for a greater potential variety of carried craft capabilities.
ryleyra

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Reply with quote  #14 
I hate to just come out and make a suggestion which makes the game more difficult, but I was just testing out the changes to the Space Dragon. I had noticed that the Dragon's health had been increased, but I thought I'd seen it mentioned that the Dragon healed faster and bit more often, as well. I'm not sure about the healing speed, (just having more health would increase heal rate) but from my testing, the Dragon still bites only once on each pass, dealing around 168 damage now, instead of 65 damage.

The increase in damage is fine. The Dragon is much more dangerous. However, once it gets through the shields, the damage the Dragon does to a player ship is limited by the one system per hit rule. Whether it does 168 damage or 65, the Dragon only damages one system per bite, and it will let the player go and make another pass before it can damage another system node.

I hate to say this, but if the Dragon did 65 damage three times instead of 168 damage one time, it would do more system damage, and be a much bigger threat to the player ship. Considering that at this point the Dragon is no more dangerous than a Shark or a Bug (and a pod of Piranha would be FAR more dangerous) this might be in keeping with Thom's intention to make the Dragon more of a threat. Of course, Thom may only want the Dragon to be a threat to enemy and ally ships, which will take major damage to their hull from the bite. But I'm making this suggestion just in case.
LawsonThompson

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Reply with quote  #15 
There are a couple settings I wish would "stick" between missions, or could be set in artemis.ini or the registry:

Show Beam Arcs: On EVERY mission, I have to step up behind Weapons and switch this to "Player Ship Only" to de-clutter the screen. 

Damage effect: On some of my lower-CPU hardware, this needs to be set defaulted to off. Again, I have to tweak it every time.

Pretty please?

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