Features List for EV4

Well, I've been sitting here at work, and I've been brainstorming about what I'd really like for EV4. But I put a limit on it- all this has to be within the scope of the EV to EVO update- nothing drastic requiring major engine changes. So, on that note, let me mention Multiplayer EV and true 3D EV. There. May that be the only time those topics are mentioned in this thread. Also as a preliminary, I realize this is more a Nova-board like topic, but I don't think anybody there would understand any of these feature requests. "D00d, j00 know what wud be kewl? If EV was a MMRPG, with a ship that shoots poop..." Yeah, I think this is a little beyond that. Now, onto the good stuff: Things I Want in EV:SS
1. Ability to do multiples of things in mission set strings, using a syntax like this: 100Gxxx, which would be equivalent to doing 100 Gxxx's. This would work on any NCB operator. It would also work for the Oxxx test function, something like this: 100Oxxx, which would return true if you have 100 of xxx. Calling it without a multiple would work normally. It would be nice to have a few more options here, so that we could test greater than and less than in addition to equal.
2. Conditional operators in set strings! Being able to do if(Bxxx) then (NCB String), or some similar syntax.
3. Better nesting support in the NCB evaluator. We should be able to nest operations as deep as we want without hassle, including the above conditional and the current random operator. R(R(b0,b1),if(b1)then(R(b3,b4)else b5) should work without a hitch.
4. Ability to nest commands in Desc resources. {B1 "{b2 "1", "2"}"} should work, for as many layers as I want. Nice, but not mandatory, would be the ability to use any NCB bit test inside a desc.
5. Set strings in the syst resource. OnExplore, which is evaluated the first time you enter the system, and OnEnter which is evaluated every time. We could simplify this and keep using nebulas as we've been doing, eliminating the need for OnExplore, but OnEnter is really needed.
6. Set strings for planets. OnLand and OnLeave. OnLeave would definately be highter priority than on land (since missions can do that).
7. BUILT IN COUNTERS! Accessable through NCB's. These would be built into the engine and accessed by number like NCB's. There would be Inc(xxx) and Dec(xxx), which would increment or decrement counter xxx, which starts at 0. In the set string, a function to test the value of the counter, probably using syntax similar to the Oxxx I mentioned before. Better yet, three operators, one for equal, greater, and less than. Of course, you could do this: 3*Inc(xxx), and nest it in expressions.
8. Ability for missions to test the player's rating with a particular government, not just "This system's government". Better yet, make an NCB test like the above counter tests that test government rating, where xxx is the ID of the government.
9. Removing the dependance of the spobs in a system on the government of the system. I think the only thing the syst's gov should do is define what color to draw on the map.
10. BETTER SUPPORT FOR VISBITS! Nova should be able to randomly select visbitting planets/systems. Now, I know the problem involved here, and I have a solution: Planet classes. Add a field to the spob that lets you assign a class to that spob- similar to the Outfit's class field. Now, any planet with the same class value should be logically equivalent to the original spob. Last, leave control and risk management in the hands of the coders. An example: Nova randomly chooses Earth as a good destination. Before you complete the mission, Earth changes to EarthB. HOWEVER, Earth and EarthB both have 6 as their planet class, so now EarthB is logically equivalent (as far as a destination is concerned) to Earth, and landing on EarthB completes the mission. Only 1 field! Come on!
11. In save files, link the player's absolute position as where to restart the player. This is a very obscure glitch that resulted in the planets not being able to orbit- Nova wouldn't correctly remember where the pilot was last.
12. Add a flag to the outfit resource, "Evaluate OnSell when used as Ammo". That would fix alot of problems. I'm going to have to continue in another post, I'm on a telnet connection using Lynx, and it only gives me 12 lines to type in.

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~Charlie
Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)

Last post continued....
13. Add a flag to the shans. "Unfolds on Weapon Animation". Basically, a way for you to have the ship transform for some weapons and not others.
14. Clicking the "Mines Asteroids" flags in the ship resource does not make the ship a wimpy freighter. Warships would not go out of their way to mine, but would blast asteroids that get in their way, and scoop up the debris if they have nothing better to do.
15. Add a flag to the spob resource "Fires at Cloaked Ships". Pretty self explanatory.
16. Add a flag to homing missiles, "Tracks Cloaked Ships". Basically, the missile doesn't lose it's lock when the ship cloaks. Not exactly Eugene's Cloak Hunter missile, for this you have to be able to see the ship.
17. Add a second ammo field to weapons, so that weapons can use fuel AND ammo, or two types of ammo. Add a flag "Alternate Ammo Use"- normal mode, draws ammo from both sources, flagged mode, draw ammo from A on first shot, B on second shot.
18. Make the "Can't fire if Ionized" flag affect ALL weapons.
19. Increase the limits on a few select resources: Double limit of crons, missions, and outfits, and double the maximum number of current missions.
I think that's it for now. I think I had a few more, I may add a little to the list. In any case, I don't think any of these features are that much to ask- no need to do anything but add a few fields to a few resources and add some UMPH to the NCB system, really. In fact, I think you could add every one of these changes and have Nova plugs port directly to the "New" engine.
I'm not sure why I felt the need to post this, other than to relieve a little frustration, and vent some ideas-"It would have been much easier if they had done this! This is all it would take! One flag! My country for a flag!". Hehehe.

20. I'll fix the order when I get home, but 1 more set of NCB operators for a ship garage function. Vxxx puts your current ship, exactly as it is, into the Garage, and gives you ship xxx. Z (no X's needed) restores whatever ship you have in the garage, and puts you current ship into the garage. Basically, Z alternates you between two ships. This could be a lot more powerful, but I think the vast majority of things people want the garage for would solved with this simple system.
21. One last flag for the Ships. "Repulsive"- basically, a flag that says that this ship can not overlap another ship. This would have made Carribean's job much easier.

(This message has been edited by Masamune (edited 01-09-2004).)

- Fleets in dudes. For the sake of mankind, put in it!
- Government change operator: use a NCB operator to replace all instances of government 'A' with government 'B'.
- Mission scripted events- e.g. things that are supposed to happen at predetermined times, ships jumping in right after you complete a goal, etc.
- Mission bit evaluators that check to see if you've either presently in a system, or have ever visited a system. (For example, if I made a 'nebular gas scoop' that was an asteroid miner, but a fuelscoop too, I could use this to evaluate whether the player was in a nebula and activate the fuelscoop property accordingly.)
- Improved color/nebulas in the background. Just go play Homeworld, and you'll understand.
- Allow negative numbers in fields to have effects (like negative DatePosts take you back in time, negative damage does negative damage, etc).
- More AI types.
- Healing 'weapons' treated as such.
- More use of bits on events like firing, boarding, etc. For example, I could have a warship infected with a virus boarding another warship and 'infecting' it by having a NCB expression execute which would replace the ship.
- Allow the option of having AI ships board enemy warships. I'd like to make a carrier that scoops up enemy fighters, but I can't.
- Allow me to take part in the creation of EV4 :D.

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(This message has been edited by UE_Research & Development (edited 01-09-2004).)

Yep, this will be a place for our dreams. 🙂

I want my government switch idea in the game:

Have a switch, like Wxxxyyy, which takes two gövts, x and y. It is used at major turnarounds, like peace treatys, line endings and could be used for many more. What it does is: it takes all of gövt x's things, and lets them bear the name of y, behave towards the player would as y would, and so on. The gövts would be "merged", but kept separate in the engine, to be able to undo the switch.

Was in my sig earlier as a meek try to get support for my ridicoulous idea.

(Edit:) Not only would it "merge" existing gövts. Even more useful would be to have two different versions of a gövt, and easily just flip the switch between the different behaviours.
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(This message has been edited by Engla (edited 01-09-2004).)

When did SS go up for being EV4?

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Quote

Originally posted by Neon Soldier:
When did SS go up for being EV4?

Good question. Escape Velocity: Sephil Saga. I dunno...

By the way, I hope the multiplayer and 3D were sarcasm. MAYBE sometime way in the future, Matt will bother with making it 3D, but I doubt he'll ever make it multiplayer (although that would KICK ASS).

Anyhow, some things I have to add (not necessarily in the scope of the EV3-EV4 transfer, but hat the hell :p):
- Minimal loading. It would be nice to be able to have it load only the bare minimum, to easily test things without waiting a long time.
- Erm...isn't there already an "unfolds on weapon fire" flag?
- Better AI!

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Quote

Originally posted by Neon Soldier:
**When did SS go up for being EV4?

**

Never! And may it stay that way.

Orca, no there isn't a "Unfolds" flag, at least not how I want it. If you click unfolds to fire, the ship will unfold to fire ANY weapon. I want an option so that the ship only unfolds on certain weapons.
23. Some method for handling transforming (on the fly) ships. Maybe a way so that if you launch a figher/escape ship, it would have the same percentage of shields and armor, or better yet carry over the outfits of the parent ship. It might take a new class of weapon to do right, though. Of course, simply adding an "OnFire" set field to a weapon would let you do it perfectly...Even more simple, just use the outfit's OnSell field, and check the "Evaluate when used as Ammo" flag.... Man, I'm such a nerd... I'm coming up with hypothetical work arounds for my own hypothetical systems....
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(This message has been edited by Masamune (edited 01-09-2004).)

Quote

Never! And may it stay that way.

I predict that the stage will begin to be set for EV4 in maybe two or three years. By that time, there should be at least three or four, hopefully more First Generation TC plug-ins released, including Sephil Saga, SF Adventures, Retribution, and Factions. There will probably be two or three Second Generation TCs in progress. One of those...it won't be EV4, but it'll be closer.

And then the Second Generation plug-ins will be released. And there shall arise another, that may or may not catch the attention of Ambrosia and sow the seeds for EV4 ;).

Oh, all of this is speculation (although I did glean info from the comments in the FAQs and elsewhere). But...we shall see.

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Nice theory, UE. Sounds about right!
Personally, I'd prefer this theory: The stage is set for EV4 when Ambrosia realizes that the series is a major cash cow, and they can continue to milk it's golden teats with another EV game 😄

Of course, if they do that too often, EV becomes the porno of the game world-"EV43: When Rabid Ships Attack!"

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~Charlie
Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)

- Can specify whether you want the alt sprite to appear above or below the base sprite.
- Alt sprite visbits, evaluated on a ship by ship basis. You could look for an outfit (AI should check the default outfits and any pers outfits), or even a control bit if you wanted to.

That's all I can think of.

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Quote

Originally posted by Masamune:
**Well, I've been sitting here at work, and I've been brainstorming about what I'd really like for EV4.
**

Yeesh. All I asked for was a customizable spaceport and more mission text flexibility and BOTH got bitch slapped down, so I'm afraid you haven't got much chance mate. Still fun to dream, though.

_bomb

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"that'll be 15 cents hippie!"

- Mechanisms to link mission availability or resolution to the presence of bought or mined commodities (including junks) in your hold.

This could make being a trader much more lively: "Captain Starbrite, we need more hyperquadrotinium for our war efforts, and we see you happen to already have some on your cargo manifest. We will reward you handsomely if you fly to the Ultraclank space factory and deliver it to the High Commissioner of Resmelting. If you don't, you may get some attention from our MegaDeath squads topside."

Or: "As you sip your Sloshian rum in the bar, you overhear interesting rumors that ProfiteerCorp. is giving away free T-shirts to asteroid miners who bring freshly mined space-sugar to their headquarters on Overcharge-3. 'At last,' you think, 'a way to clear up my legal troubles!'"

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(This message has been edited by Dr. Trowel (edited 01-10-2004).)

- Escorts should be able to repair you
- Escorts should be able to refuel you
- More escorts can be hired
- Switch your ship with one of your escorts (even if its a fighter launched by a bay) \- By switching to another ship (boarding situation) the new escort ship dont lose the outfits you installed there first (this make back-switching an interesting idea and solves the "garage" problem - but dont lose your escort than ;) ) \- Reactors and Solar Panels should refuel you while landed on a planet \- Add a on-the-fly check what ship you are using and let you complete a mission only if you used that ship Situation: You have a IDA with included "Rescueship" bay. The mission is to rescue some people from another ship or planet. Your own ship isnt able to dock so you launch a Rescueship (wich is the only ship that is able to dock there - this is set in the ship check field of the mission), switch to it and than complete the mission by docking on the ship or planet get the people out of there and than let the Rescueship dock in your main ship again. This lets you make missions more interesting.
- Thats just a dream of me: An included editor to invent own outfit types so youre not limited by the given ones 😄
- Dual targeting. That means you got a primary target for your missiles, turrets, etc. AND are able to scan for (for example) mission ships you have to kill. If you got two different targets you can switch the primary and secondary targeting by pressing another button.
OR
Get a ship as primary target so you can use your turrets. missiles. etc. but the second target is a planet/station/disabled ship so you can simply land or dock without losing your lock onto the enemy ship
- Add more jammer type fields (every plugmaker could really need this - just think about it: You can make it so that each ship with different plating or technologie got its own jammer type. This means that you can make missiles that can only track a special material. But for TCs the fields currently given arent enough to realize such an idea.
- Add a "search for planets/stations" feature to the map
- I know this was said before but: More possible outfit ids... A lot more possible outfit ids.
- Add a "can dock" flag to ships and give them an extra field with planet/station options. This would give the option to make flagship missions. Situation: You are a fighter pilot and have to serve on a flagship type class ship. The first day you have to fly to your new "home" (special ship is set to be in your system). You dock and outfit yourself there etc. Finally you go to the ships mission briefing room and get a mission. As you start off from the ship youre already in another system where you have to fight against enemy ships. BUT the flagship class ship is fighting and moving too. So to refuel or to get new missiles you have to fly to it and dock. (In this case I would prefer to make another flag that can be set: "auto-refuel" - If both "can dock" and "auto-refuel" are set and you try to dock on the ship a message box will appear that let you choose what you want to do: real docking (that takes a whole day like landing on planets) or simply recharge your missles/shields/etc. (thats takes just 5 seconds - after that you are launched automaticly again). That would give anotehr ability: Refilling ships for special "long-time" missions where you just able to recharge yourself (and since you checked only one flag there will be no message box where you have to choose from). \- A special rled field wich is used to let you see dmage on your hull depending on how much armor capacity remains. This would be like the shield rleds you can use - only difference: You can make (for example) 3 different damage pics (each with 36 frames) in one rled - the program will automaticly compute the percentage at wich the different dammage appearances will be shown. So you get a not damaged ship at 100% armor (normal ship rled), light damaged ship at 75% (first 36 frames of the damage rled), medium damaged ship at 50% (second 36 frames of the damage rled) and heavily damaged ship on 25% (third 36 frames of the damage rled. \- Add flag "makes durable damage" including three fields where you can set this special damage rating (to armor and shields) and the time value how long this should be done. This could be used to let you fire "acid missiles" wich damage the nemy ships hull over time. \- Add a "TV" outfit type that lets you see the news from the bar whereever you are by pressing a button during flight. Very interesting outfit for traders cause its a fast way to find alternative routes to better selling places.
- Add a third weapon field to the game so you can fire normal weapons with "space", secondary with "," and the third part weapons with "." for example. Thats far more effective than to search a half dozen secondary weapons while in a fighting situation. The "third" list could be user defined so you can put turrets, missiles, guns, etc. to the list if you wish to do so. That means that a turret that is moved to that list can only shot if its activated in the "third" field. \- Add more exit points to weapons. We have already four for each type but that arent many if you have a big capital ship. Would be cool to have up to ten exit points for turrrets on a big ship.
- Add keys 5,6,7,8 to the target system of the game to target planets/stations.
- Add a diary to the game (in the pilot info) with two different accessable parts. Part 1: Auto-writing. This means that all important situations will be automaticly registered - like dropping off from .. on ..., finished cargo mission "delivery to...", Helped Krain to eliminate every single Rebel (this sort of report would be enterd in special fields for missions such as "report on success: ..." and "report on fail: ..." and "report on abort: ...". If there isn`t entered anything it would only say "<Misnname> : fail, success or abort".
Part 2: Here you can write down things by yourself and save them such as information about places with special technologie and else.
- Add flag "if ship is escort allow mining" to ships. I think that would be really interesting for traders.

That`s for now. Maybe I expand this later.

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I second the Idea about having more weapon exit points. At the moment It's hard to create proper olden-day battleship style broadside weapon attacks with the existing number of weapon exit points. I recall this caused a problem with Mantaray's Caribean TC, and could cause a problem with other TC's based on things such as Treasure Planet, and any other Ideas in which a large bank of broadside weapons were used.

My next Idea goes in hand with the one above. I would like to see a side firing gun option. At the moment, you can only create side firing Turrets, which causes the problem of having to tab the ship you want to shoot, so you can't just do a strafing run. Also, a side firing turret still has an arc of fire, unlike old-style warship weapons.

If the side firing gun option was ever to be implemented, It would be useful if it had two different options, a right side firing gun and a left side firing gun.

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Redeemer, I think what would be better is if you could define turret ranges, say you could have a GUI in an editor with what looks like a pie chart with sections saying where it can fire and stuff...

Plus as a 3D guy I'd like more graphics options... I wish you could make turrets follow their targets, because it really looks silly to have stationary turrets (ref: UE ships) with moving projectiles.

Also, do turrets have turning speeds? It would be nice to make say, a big heavy anti capital ship turret turn slowly to face it's target, and so be useless against fighters, and have anti fighter guns and point defence systems that turned really quick. It'd add a little strategy to the buying process, no?

Still... EV4? Hrmmm....

~A~

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Quote

Originally posted by Azdara:
**Redeemer, I think what would be better is if you could define turret ranges, say you could have a GUI in an editor with what looks like a pie chart with sections saying where it can fire and stuff.
**

That Pie chart Idea's a bloody good one.

Quote

**
Still... EV4? Hrmmm....

~A~

**

We can always dream...

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"Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover." - Mark Twain.

Some of these may actually exist, please don't shoot me for my ignorance...

- Fields to control the range of commodity prices. (Regular and junk). Currently, it seems that only the base price can be controlled, with the "higher", "high", "low", and "lower" prices being determined by a set internal multiplier.

- Allow the developer to set their own values for combat rating levels. What the level is, and how many levels there are.

- Varying fuel cost. Give spobs an extra field to determine their price of fuel per jump. Also, an outfit mod type "fuel", that could grant fuel. (Not adding to the max fuel capacity).

- As mentioned in a previous post, fleets in dudes. Or, at least, having negative values entered in the misn resource's special ship dude field to call on a fleet.

- Also mentioned above (somewhat), an "Offering Govt" field to go along with the "Avalable Rating" field in the misn resource.

Lots o' good suggestions mentioned previously as well...

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Though Im not quite sure how this might be done, but have a 'strafing' option for ships, like fighters. I think it would make piloting smaller ships easier

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Have a nice day.

Quote

Originally posted by TheRedeemer:
**
My next Idea goes in hand with the one above. I would like to see a side firing gun option. At the moment, you can only create side firing Turrets, which causes the problem of having to tab the ship you want to shoot, so you can't just do a strafing run. Also, a side firing turret still has an arc of fire, unlike old-style warship weapons.

If the side firing gun option was ever to be implemented, It would be useful if it had two different options, a right side firing gun and a left side firing gun.

**

Side firing guns are half-implemented today with negative inaccuracy, the AI just cant use them effectively.
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Masa: Real counters would be nice, but it would make our lives too easy 😛 Sides, what would Jonathan Boyd and I spend our time doing if counters were built in?
-Az
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(This message has been edited by Azratax2 (edited 01-10-2004).)

(This message has been edited by Azratax2 (edited 01-10-2004).)

You could help us figure out new and inventive ways to use those counters, for one thing... 🙂

Now, let's steal some ideas from Ares and Freespace!

- As an extension of the idea of ships acting as mobile bases one can land upon, how about ships acting as hypergates? This could open up a whole host of possibilities.
- Define waypoints for AI ships. This goes along with the general idea of scripting events to occur at predetermined intervals or conditions during missions, but could also be used in a more general sense.
- Parasitic weaponry- drain energy from enemy vessels.
- Definable ship subsystems. (A more refined method than just saying 'armor at 33%, engines off-line!')
- More flexibility in planet and planetary weapons (beams permissible, stations can have fighters, etc).
- Ability to 'scan' enemy vessels as part of a mission (this would take time and involve getting close to each vessel, unlike the 'observe' we have now).
- Formation tactics for fighters?
- Define a field- 'random evasion percentage'. This works to allow fighters to randomly evade enemy weapons fire- the higher the percentage, the more likely fighters are able to dodge enemy weapons. This could be extended further by having weapons 'classes' and allowing this field to be defined for each class. For example, if one class contained large capital ship weapons and another contained accurate anti-fighter artillery, the percentage could be set to high for the capital-ship-weapons class and low for the anti-fighter weaponry class.

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(This message has been edited by UE_Research & Development (edited 01-10-2004).)