MAS wrote:In one game i played you have one way worm holes that like the discriptions say, let you jump one way only. You could try to impliment something like that. And make better jump points, maybe a swirling mass of matter.
I currently have to take what is already in VS, PR or WCU since I'm no coder. I've slept a night over it and now I'm proposing the following: I'd create a jump point to a new steltek system. This jumppoint is blocked by a cargo unit in the middle of it. This cargo unit has extreme strong armor and shield values. When you try to jump, you get pulled into the center of the jump point like it always happened. You therefor collide with the cargo unit and get blown up. If it is not enough, the steltek turrets on the other side of the jump point will finish you off. Later in the game, both jump points and the block are either removed automatically or you acquire a single missile with extreme phase damage to kill the block - of course you found this on a steltek archeological site. However, you can enter the system, do your missions, and afterwards, everything is gone - the steltek withdraw further from the sector.
Zool wrote:IMHO the game doesn't need the ability to make millions of credits in one fell swoop and scooping up dralthi and flogging them for 1.4 million a piece really defeats the purpose of working for a living.
Agreed, but restricting a feature is IMO not the purpose of a mod. Of course, cargo runs offering mils of creds are destroying the game. So let's limit cargo space, lower possible shields, or the ship prices for cat ships.
Zool wrote:I think the wingman options need to be looked at more as I won't use them as they are next to useless.
Yes, this definitively needs to be overworked. I even make use of an other "type" of wingmen, much more capable: While flying for Tayla, I really had a bad rep with anyone but cats and pirates. So I accepted a cat-cleansweep in XXN-1927 on my Brilliance-route to NewCon. Not only they kept the militia and confed patrols busy, but also on my way back, I only had one Dralthi left to kill, giving 80k creds to me! For this, wingmen should obey instantly, attack no matter what you order them to attack and be real aces.
Night10194 wrote:I've been going over the posts, and while I'm totally useless at computer-intensive work, I like to think I'm a decent enough writer. At the very least, I could help spellcheck/grammarcheck scripts. If anyone needs anything typed up, just ask. It's my hobby, anyhow.
Welcome aboard... since you've already been recruited by MAS and Gosshawk, you should be quite busy now
cmptch and Draken Stark might also be interested in some help for the mod website. Myself, I often need some help concerning the english language.
Night10194 wrote:Also, I gotta ask, I see all this mention of a storyline and things, but I haven't spotted any of it in the actual game thus far. Has this all not been implemented, or have I just missed the download of the latest patch? No offense meant, but finding *any* download amidst the long discussion of story, etc is kind of a bother.
Currently, all major downloads can be found in the URL below in my signature - canonHUDs downloads. Future updates will most likely reappear within this thread due to matters of tradition. A website is planned to cumulate all downloads. We're standing at the very beginning concerning campaign scripting, so there's no fan campaign available yet - but it's my strong purpose to come up with at least a test campaign in canonHUDs2.0.
Zool wrote:Is it possible to make is so that the pilots belong to their respective factions and then if you go around and "rescue" them you could then return them to a base of their faction for a reward.
I don't know if it is possible, technically. Somewhere is a script that says either "When a ship is destroyed, dump a pilot with a chance of 25%" or so. This'd need to be split up in faction-related ships. Offering a reward would mean entering a whole new function into each and every base. I can honestly and definitively tell you that this is currently far beyond of at least my possibilities.
Zool wrote:Added to this it could also increase your rep with that faction. eg Take Merchant pilots to Speke or New Detroit
This would mean that you shoot a merchant, steal his cargo, give him back, get a reward and he'd possibly like you afterwards more than before? Would cats pay a reward for bringing back pilots who were not victorious? Would pirates or hunters, obviously only having a sense for profit in common, pay a reward for a member of their faction? I can only imagine that this'd make sense for militias, confeds or merchants, maybe retros, but that's it.
Zool wrote:Turn them into hitchhikers you say, worth a lot less.
Agreed... the original Privateer didn't interpret ejected pilots as contraband, and you can currently make more money with selling food than with selling slaves.
Zool wrote:As for the Kats, you could take them to Perry Naval Base to be interrogated, for a bounty of course, or create a secret base near Kilrathi territory and return them for a reward, with the appropriate rep increase/decrease.
Didn't we have a similar discussion before? I remember the idea of a space hospital offering about 1000creds for each pilot or slave you bring in - a private base stating to be social, but selling the "valuable" patients like ejected officers to the various factions - also worth a side story. This would be much easier to implement as it would only need minor changes: Create a base, a md fixer, pilot/slave/hitchhiker/passenger quantity -1, credits +1000, and you're done.
Solon wrote:The idea is to show that the Militia has a moderately strong presence throughout Gemini, and provide you with (relatively) easy access to Militia missions.
If that wouldn't require to spawn the ships only at non-base navpoints, it might be much easier - but I don't know, maybe spawning in other systems than the players is also difficult.
Night10194 wrote:Also, I just gotta say...the Fireblade? An entire mini-campaign? That thing isn't even worth the 500K as is. Maybe if it could be customized instead of being totally straightjacketted...
The Fireblade was my first try in shipdesign, and it has got its fans. I personally dislike godships like the GGS, offering capship shields and turrets like crazy. But I respect it, it is part of the Parallel Universe and part of the diversity. I decided to make the Fireblade milspec so that it cannot be pimped into a godship... and I think it is well balanced. Ever dogfighted one? Quite hard - flying one for yourself, try to hit ctrl+c and see how she cloaks. For the final release, I even took the gun damage down to 60% and I'm thinking of making it more expensive in the next release - but we shall see about that.
Night10194 wrote:Anyhow, the plot with the Militia is already written? I'll take a look at the scripts, maybe make a few suggestions. I know, I know, I'm kinda getting into this late, but at the least, it can't hurt to look over the grammar, huh?
You're not that late - trust me
Night10194 wrote:Still, I already enjoy what's been made in this mod, and I can't wait to see what comes next! Sounds like it's just gotten started!
I also think so - this mod has begun with new ships and rebalances, but the major progress is definitively the new campaigns. Let's all hope there'll be enough scripters around.