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xscape

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Reply with quote  #46 
Quote:
Originally Posted by e4mafia
My wish list would include (by no means exhaustive)

- Object oriented 
- Control over every game play variable, stores on the ship(s), whatever isn't currently covered, add that in please.
- Base actions (loading/unloading activities, away teams to the base, etc)
- A "full featured" GM mode for missions, that doesn't need half a million lines of code to add the functionality. Maybe take inspiration from the TSN GM package as a point of comparison. This is less of a scripting request I guess, and more of a general game feature though, I suppose
- Random encounter/event/side mission options, similar to what gets created in the non scripted missions in 2.7. Some way to create a random side mission, every x to y minutes or something like that. Or an option to just "include" random side missions as a single statement in the script setup.
- Side mission types





I second this, I would really like to be able to receive events about damage to various parts of the ship e.g. hull damage, engines, impulse etc.. so that I can trigger external "physical props" that match what was damaged. 
anwoke8204

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Reply with quote  #47 
perhaps Dave Thaler has mentioned this already, but I didn't see the response if he did.  do we know if he will be updating his mission editor to work with the new language?
anwoke8204

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Reply with quote  #48 
Quote:
Originally Posted by Mike Substelny
Continuing with game master conundrum . . .

Starting with the earliest days of Artemis, Thom has taken the game to conventions and offered prizes called "Lucky Sevens." If a new crew plays their first Invasion Mode game on difficulty 7 and wins they get a prize. Over the years lots of crews have tried to be Lucky Sevens and a few succeeded and won the prize. Right now if a sneaky player opens the GM screen all they see is a map with unlimited sensor range so it doesn't make much difference. But the Lucky Seven prize would be ruined if a sneaky player could open the GM screen and find controls to buff their ship, destroy enemies, add friendlies, move terrain, etc..

Does that make the problem clear?


I have heard of this before, and would actually be interested in trying this at westercon if we somehow could.  My staff and I with you as the referee/judge.
Darrin

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Reply with quote  #49 
Quote:
Originally Posted by anwoke8204
perhaps Dave Thaler has mentioned this already, but I didn't see the response if he did.  do we know if he will be updating his mission editor to work with the new language?


Based on what Thom has said he's working towards in 3.0, the data structures and file formats are going to be completely different. He's also leaning heavily towards using an existing scripting language, presumably one that already has scripting tools of some sort. 

So... while it's unlikely that the Artemis Mission Editor will be useful for 3.0, hopefully there won't be quite as much need for such a platform-specific editor. If we do need a new mission editor, then... I think the plan right now is to make the data elements accessible enough that putting one together won't be quite so cumbersome.


Mike Substelny

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Reply with quote  #50 
Quote:
Originally Posted by anwoke8204


I have heard of this before, and would actually be interested in trying this at westercon if we somehow could.  My staff and I with you as the referee/judge.


Sure, I could do that, but it's pretty easy. Just run a difficulty 7 mission with a TSN Light Cruiser. If the crew survives they are a Lucky Seven crew. If you want to run a different ship I can come up with alternate rules. We can break this discussion out of the forum if you want more details.

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Mike Substelny

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Reply with quote  #51 
Quote:
Originally Posted by xscape


I second this, I would really like to be able to receive events about damage to various parts of the ship e.g. hull damage, engines, impulse etc.. so that I can trigger external "physical props" that match what was damaged. 


I think the way to trigger physical props is with the DMX controls. But if you want the ship to respond to physical props you might need to involve a mission script.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
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