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Ship modules

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
I'm planning on exposing the math about how modules will affect how ships are made and react to the engine.
I just thought of a easy way to doing it, I can expose one of the qml files, it looks like javascript, then if anyone is interested it will be easy to tweak.

I've planned initially to have 5 values for each component, which may increase over time if necessary, so an engine could have:
Value 1: Speed
Value 2: Turn Speed
Value 3: Jump Speed
Value 4: Energy Consumption

And a fixed value that is Weight.

So in the QML we could have something like this:

if (smallShip) ShipConstant = 6
if (mediumShip) ShipConstant = 4
if (largeShip) ShipConstant = 2
if (hugeShip) ShipConstant = 1
SpeedInHex = ( Speed * ShipConstant ) / Weight
EnergyConsumed = Distance * EnergyConsumption

Things like that.
 

Shemar

Educated
Joined
Oct 16, 2010
Messages
260
Two suggestions:

1. Don't hard separate straight line speed with turning by default. I would do it like this (example):
Total engine capability: 8
Max capability assigned to straught line per turn: 6
Max Capability assigned to turning per turn: 4

So I can move 6 and turn two or move 4 and turn 4 or anythig in between. Adds more tactical options and also one more factor in engine usefulness, flexibility, that makes designing engines less predictable and less linear.

2. Don't have fixed ship sizes but rather have ships be the sum of their components (make ship component sizes include the size required for their crews, spare parts etc). That way players will not be tempted to cram every hull with all it would fit, as that would reduce the capabilities of their engines or make them add more engines etc.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
Shemar said:
Two suggestions:

1. Don't hard separate straight line speed with turning by default. I would do it like this (example):
Total engine capability: 8
Max capability assigned to straught line per turn: 6
Max Capability assigned to turning per turn: 4

So I can move 6 and turn two or move 4 and turn 4 or anythig in between. Adds more tactical options and also one more factor in engine usefulness, flexibility, that makes designing engines less predictable and less linear.

2. Don't have fixed ship sizes but rather have ships be the sum of their components (make ship component sizes include the size required for their crews, spare parts etc). That way players will not be tempted to cram every hull with all it would fit, as that would reduce the capabilities of their engines or make them add more engines etc.

Nice suggestions. The first is great. I've to give a thought about the second one.
So if you've spent 5 components on a ship it would need X crew members and Y hull to be built?
 

Shemar

Educated
Joined
Oct 16, 2010
Messages
260
tiagocc0 said:
So if you've spent 5 components on a ship it would need X crew members and Y hull to be built?
Yes, and you caa either come up with some math of how much support mass and crew each componet adds to the ship, or just pre-incude these in the component itself so the ship's mass is the sum of the components mass and the ship's total crew is the total of the componets' crews.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
Shemar said:
tiagocc0 said:
So if you've spent 5 components on a ship it would need X crew members and Y hull to be built?
Yes, and you caa either come up with some math of how much support mass and crew each componet adds to the ship, or just pre-incude these in the component itself so the ship's mass is the sum of the components mass and the ship's total crew is the total of the componets' crews.

Great idea to pre-include them. I will definitely put this on my to-do list.
 

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