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Mike Substelny

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Reply with quote  #16 
Quote:
Originally Posted by Arrew
But... New Ximni weapons you say... Any chance to an outline? Kind of like a late Christmas present? [wink] 


Arrew, I posted my suggestion for the Ximni weapons to the Ximni forum under Development. I don't know if Thom will take my suggestion or use something else.

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Mike Substelny

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Reply with quote  #17 
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Originally Posted by Wookiemart
I worry that all these nifty changes might make the current map size feel a lot smaller and diminish the simulator experience.


I agree. Thom intends to make a larger map, or an infinite map, some time in the future. He thought the War Server would solve this problem by allowing a giant chessboard of sectors to defend, but crews at Armada found the War Server to be too confusing.

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Xavier Wise

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Reply with quote  #18 
Larger maps would be awesome. An infinitely large map would be an issue in mission scripts I think though. At the moment it is possible to create larger areas by clearing and repopulating the map, and re positioning the ship (basically how any Sandbox with multiple sectors works). 

Ryleyra's idea of just reducing the scale of everything is a good idea. I think trying that out with the TSN energy mod will make the sector size seem much bigger!

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Arrew

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Reply with quote  #19 
Reduce size to make it bigger like Ryleyra did worked well.

Also makes stations bigger and explosions larger [wink] .


Added bonus... It doesn't break mission scripts! Which I would love [wink] .

I don't actually think that an infinite space would really work well for this game.
notsabbat

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Reply with quote  #20 
I don't really think there is a problem with the difficulty I Artemis right now. There is a good spread of difficulty from stupid easy at lvl1 to impossible at lvl 11 300%. Plenty of room for any skill lvl. However, I think it would be cool to have a seperate elite mode that had maybe lvl1-5. Seperate the two so current mods aren't ruined, but the elite dificulties would still be there.
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ryleyra

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Reply with quote  #21 
There were some showstoppers when using my method to make sectors bigger, although I think in the end it was a good preview for when Thom does implement this feature. I couldn't adjust short range scan distance, though, which meant torpedo ranges kept getting larger, and the point at which ships became detectable to Helm and Weapons increased. The same goes for terrain, Helm had more warning of obstacles. Fighters launched too soon, having to turn around and return to the carrier before they even reached the foe, and monsters got WAY too fast. The radius of nuke explosions was also proportionally increased.

I agree that the War Server, while it sounded like a good idea, didn't work quite as well as making sectors bigger. I can see what Thom was trying to do, as the TSN Sandbox has found, actually flying from sector to sector uses a lot of fuel, and by allowing the ships to go to whatever sector they wanted and starting fresh, they didn't have to conserve fuel and ordinance. However, I think fuel conservation and ordinance management might be what makes a "War Server"-like experience more fun.

I mentioned my idea of having the ship set to a "long range travel" configuration in another thread. Thom could also have the ship refuel at waypoints, or stagger bases so they are far enough apart to "base hop" across the larger map. As it is, the bases are too few and clustered too close together. You were talking in another thread about making bases useful, this would certainly qualify, if losing a base in a quadrant of the sector means you would run out of fuel trying to get there.

I'm not sure what Thom is thinking, but I'm picturing something like a selectable sector size. 5x5, (the current layout, from A1 to E5) 10x10, (A1 to J10) 20x20, 30x30, (A1 to DD30 or something like 1A1 to 3J10) 40x40 (the War Server equivalent) and 50x50 might be good choices. Each could have their own balance of Warp energy use and combat energy use like Xavier suggested. Or use one of the range extension methods listed above.

An infinite map means the users don't have to select a size, but means that you have to have ONE rate of energy use, meaning you have the same problems with energy conservation that my mod had. So either you have to have a method that is independent of the sector size (such as the long range travel configuration) or you have to change the layout depending on how big it needs to be, meaning you still need to specify size of the LAYOUT, if not the actual sector. It might be cute to have an infinite layout that keeps revealing new bases as you enter that part of the sector, kind of like an infinite game that keeps spawning in a new location as soon as you clear out the last.
ryleyra

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Reply with quote  #22 
Quote:
Originally Posted by notsabbat
I don't really think there is a problem with the difficulty I Artemis right now. There is a good spread of difficulty from stupid easy at lvl1 to impossible at lvl 11 300%. Plenty of room for any skill lvl. However, I think it would be cool to have a seperate elite mode that had maybe lvl1-5. Seperate the two so current mods aren't ruined, but the elite dificulties would still be there.


Or maybe difficulties 11-15? With the old difficulty 11 being 16 now?

I'm not sure difficulty 11 needs the speed boost.

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