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Post by Darkond2100 on Apr 23, 2012 2:54:43 GMT 10
I don't think that loose minerals should be transferrable to other sessions. :/ I think a cargo hold's contents shouldn't be transferrable to other sessions, either. There are Warehouse Stations for that.
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Post by Farbs on Apr 24, 2012 1:51:31 GMT 10
* Removed oxy stations
This is much less drastic than it sounds! Now that there's only one guardian per settlement you only need to destroy one ship to get oxygen, so using a station to represent that oxygen was a waste of space. I've been struggling for a while with wanting more stations w/out filling up the map, and freeing up one station slot in every single settlement seems to help a lot with that. It's a weird change, but so far I really like it.
Regarding loose minerals, yeah, I wasn't planning on saving them. I did however just play with some loose minerals and discover an exciting new use for Planck shields. By enclosing a space w/ Planck shields and turning those shields on and off I was able to create a mineral storage area that I could easily open and close. It was pretty cool. Nudging minerals around with other ship configurations was also a lot of fun though, as was abusing the cruise control system to speed up mining of larger asteroids.
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Post by Darkond2100 on Apr 24, 2012 6:26:38 GMT 10
Oh! I've never thought about using planck shields for cargo holds. Thanks for the idea!
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Post by Farbs on Apr 26, 2012 10:00:45 GMT 10
I spent a couple of hours last night mulling over the maths for the distribution of asteroid zones, asteroids and their radii within those zones, asteroid hit points, mineral object count and radii within asteroids, and mineral sale costs. I think I have a balanced and workable scheme, but this is going to require some serious testing.
I think a new alpha build (0.5.1) might be in order ;D
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on Apr 27, 2012 1:37:28 GMT 10
Speaking of asteroids: Will all asteroids contain minerals, or only a visually distinct subtype? I'm all for the mining mechanic in general and like the idea of clearing a path through dense clusters, but I'd rather not have an economic incentive to grind the entire asteroid field to dust.
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Post by Farbs on Apr 27, 2012 10:34:29 GMT 10
A fine question!
All asteroids will drop some minerals, however:
1) Larger asteroids require significantly more firepower to break apart, so you find yourself mostly focusing on asteroids that are at-level. Too large and you run out of air before they break apart or you can't tow the minerals back because they are too large and heavy. Too small and it's not worth your time because the profit is so low.
2) Some areas will have lots of minerals, or more expensive ones, and other areas will not. This is the same across play sessions, so you can trade mining tips with other players or prospect by quickly destroying smaller asteroids to see if the area has anything of value.
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Post by Farbs on Apr 30, 2012 13:47:40 GMT 10
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Post by Farbs on Apr 30, 2012 18:17:13 GMT 10
Triple post cccombo! Today I finished up the mineral distribution code and tested it for a while. Scooping rocks up and guiding them into the scrap station yard is fun!
Other stuff from today:
* Re-instated the EMG system, and rewrote it to work like a single nav marker / arrow. This should help new players figure out what they're supposed to be doing (follow the arrow!) and make it a bit easier to find the endgame stations.
* Tidied up the mouse cursor. It's now less wonky in high and medium detail, and a bit more wonky in low detail. Dammit.
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Post by Vaconcovat on Apr 30, 2012 21:12:01 GMT 10
oooo blog post! Is the arrow made up of ascii characters?
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Post by Farbs on Apr 30, 2012 23:57:59 GMT 10
Is the arrow made up of ascii characters? It is! I actually took that screenshot while I was still messing around with arrow ideas, so you can see an early (since discarded) version in the picture. It's the ^SOS^ thing.
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Post by Admiral Kirana on May 4, 2012 1:35:07 GMT 10
Came back on here to check on things, and now 0.6 is in the works? Awesome. Is there anything related to guardians being changed? I'd personally enjoy having guardians with a potentially random attack strategy, like charging in, firing, then backing off, aggressively advancing, etc. (if this question was already looked at and there's changes, then I didn't exactly read much of the topic xP)
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Post by Farbs on May 4, 2012 12:21:00 GMT 10
Is there anything related to guardians being changed? I'd personally enjoy having guardians with a potentially random attack strategy, like charging in, firing, then backing off, aggressively advancing, etc. Yep! I've already changed their spawning, so instead of calling up one guardian per station that you try to connect to, you can just fly over a cluster of stations and find a guardian for all of them hovering around waiting for you. I've also started playing around with the general movement AI and just tried copying the Narcissus ramming routine from Impostor into Jameson. With guns blazing it's pretty damned fun, and a lot more dynamic than the current attack AI. I think I'll probably have some ships use one and other ships use the other.
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Post by Admiral Kirana on May 5, 2012 6:16:39 GMT 10
Yep! I've already changed their spawning, so instead of calling up one guardian per station that you try to connect to, you can just fly over a cluster of stations and find a guardian for all of them hovering around waiting for you. I've also started playing around with the general movement AI and just tried copying the Narcissus ramming routine from Impostor into Jameson. With guns blazing it's pretty damned fun, and a lot more dynamic than the current attack AI. I think I'll probably have some ships use one and other ships use the other. Awesome. Are there any new structures as to how they are built as well?
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Post by Farbs on May 10, 2012 23:02:33 GMT 10
I've been adding more stuff!
* All-mining sectors - no general enemy ships in these! * More interesting AI behaviours and personalities, by ship type * A new system for hiding things in asteroid fields ;D * New mouse cursor, which better displays orientation, sort of
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Post by Admiral Kirana on May 11, 2012 1:23:00 GMT 10
I've been adding more stuff! * All-mining sectors - no general enemy ships in these! * More interesting AI behaviours and personalities, by ship type * A new system for hiding things in asteroid fields ;D * New mouse cursor, which better displays orientation, sort of Sounds like a whole different CF experience, those mining sectors. When you said general enemy ships, does that mean that there will be no enemy ships period in the mode or will special-spawn ships (guardians and the like) be still there? Additionally, I heard that mined asteroid ore would be turned in at scrapyards. In my opinion that sounds a little silly, perhaps with the removal of OXY stations you could put in a kind of refinery station to deposit ore? (possibly making parts with the materials as well if you have enough ore, which would be interesting as it could provide a more advanced method of getting parts)
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Post by superpirson on May 13, 2012 7:32:20 GMT 10
want... play... now... the enemy-free mining zone would seem like a bad idea- unless there is some new special danger in those mining zones (I'me assuming thats why there is a new system for hiding things in asteroid fields). sadly, I can't say much else without seeing/playing it.
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Post by zomgman on May 14, 2012 11:34:30 GMT 10
Pay for a mining lisence? police roams around the mining sectors and if you get caught without a lisence you get attacked?
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Post by Farbs on May 14, 2012 12:11:17 GMT 10
@kirana Guardians are still there, it's just the general freefloating hostile ships that go missing. I agree that using the scrapyards is a bit silly. I'd originally expected that the two functions would need to share a station for distribution reasons, but having played it a bit I think you're right, and that refineries and scrapyards should be different things. I'll add refineries. superpirsonThere are still guardian ships, so there's definitely some danger and challenge. Also due to the way 0.6 (and beyond) are expected to work you won't usually have to play any special sectors if you don't want to, you can just go explore somewhere else. zomgmanThe mining license is a fun idea, but unfortunately the setting really doesn't permit it. If there were police around, there'd be no boot/jackers! Thanks though.
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on May 14, 2012 15:10:25 GMT 10
Unless the police ARE the boot/jackers. Protection racket!
(Ambivalent about that idea)
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Post by Farbs on May 14, 2012 17:17:05 GMT 10
Unless the police ARE the boot/jackers. Protection racket! (Ambivalent about that idea) Haha, yeah I thought about that. The boot/jackers are attacking you anyway though, so it doesn't make a whole lot of sense. I'm sure it could be explained with enough fictional wrangling.
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