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Arrew

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So I’ve developed a relatively easy ship to ships Comms which send pre-made messages between player ships. Admiral side would be handled via the GM station.

For practicality’s sake I’ve stuck to 10 such messages.

What do you think of what I have so far?
Any other suggestions?

1. Affirmative
2. Negative
3. Need Resupply
4. RED ALERT
5. Need Assistance
6. Coming To Assist
7. WARNING AOL - Area effect Ordnance Launched
8. Objective Achieved
9. Joining/Leaving (Ships) Formation *(done automatically)*
10. Requesting New Orders

I’d really like some Guiney pigs to see how this handles over the internet if anyone’s interested?

Also at what range do you think would make for being in or out of formation?

Longbowman1346

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Reply with quote  #2 
you know I am in!


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ryleyra

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Reply with quote  #3 
I know this is going outside of your suggestion (and Thom doesn't read this forum) but I've thought that what Thom needs to do is provide a configuration file that allows players to specify which messages appear on Comms for player interaction. So instead of largely useless phrases like "Yes" and "No" the players would be able to come up with their own list, like yours.

The game help is already loaded from a configuration file, I don't know why this couldn't be, as well. It wouldn't even have to be artemis.ini.
Xavier Wise

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Reply with quote  #4 
Fix client keys and stuff like this is do-able. Over the net, they have always been too unreliable sadly. I remember having loads of ideas - one script had key to active active sensors, engineering systems, jump gates. I even figured you could use series of key presses to enter codes and stuff that you gather based on intel. Sadly, they didn't work, so the idea went on the back burner.

Good luck with trialing this though!

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Arrew

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Reply with quote  #5 
Yeah it's always been a bit iffy thing. 

But I've seen the Ardent campaign being played over the internet which uses the mechanic a lot for various things like being boarded and hailing aliens. It seems to be working so I've had a try at making it more stable so... Only one way to find out [wink] .
ryleyra

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Reply with quote  #6 
Here are the messages that are defined for the Player menu in Comms. Some people may not know these commands are available, since they only appear in multiship games. I probably should post this in the Artemis wiki, but I thought I'd post them here while I'm thinking about it.

Your list is obviously very similar, in particular the first two are the same. Some of these options appear to be for PvP (Die! We're leaving the sector) while others are informational. I wonder how you are supposed to answer Yes or No with no questions in the list, though.

What this really needs is a way to specify a base, enemy ship or subsector to direct someone to. Maybe Thom could write an interface for that?

First option: Select player ship. (So the message will appear as "Artemis: Intrepid, <text>")
Second option:
1 - Yes
2 - No
3 - Help!
4 - Greetings
5 - Die!
6 - We're leaving the sector. Bye
7 - Ready to go
8 - Please follow us
9 - We'll follow you
- - We're badly damaged
- - We're headed back to the station
- - Sorry, please disregard
0 - Cancels the message
Arrew

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Reply with quote  #7 
Thanks Ryleyra I actually had no idea this was there at all!

Too bad it's not editable.
ryleyra

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Reply with quote  #8 
Well, one thought I had is that you could use the default messages but just redefine what they mean. They would be something like a "codeword". So for instance if you used your list, "Ready to go" (7) would mean "Warning Area Of Effect Launched" (7). It's awkward, but it's usable, and all ships can use it.

Another thought I had is that Comms could specify bases or ships by hailing them. They could then send a message "Assist the target that was last hailed". That would solve the problem I mentioned above.

I think my idea to allow users to provide their own list of messages would work really well. Everyone would have to have an identical list (otherwise, you'd have the "codeword" situation [biggrin]) but as long as they did, or everyone on Comms did, the actual text wouldn't have to be broadcast from the server to the clients. (Actually, I think Comms IS broadcast as text to the clients. I would have to see what the packet looks like. However, the Comms consoles needs the list anyway so they can display it properly)

Everyone is already used to making sure all configuration files are the same across computers anyway, so that's not a problem.
Arrew

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Reply with quote  #9 
That would be cool. You could even have custom comms for different missions [wink] .
locqust

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Reply with quote  #10 
Why not bypass Artemis completely for custom comms? Would it be possible to make a Comms MKII using java and artclientlib? It still behaves like comms for everything else in game but has the ability to send custom messages direct to another MKII comms station without using Artemis itself.
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