Is There a way to Blind the player?

Quote

Originally posted by Cunjo:
**5) instead of ships with tractor beams, just don't make any hyperspace routes out of the system. (i think you can still make ones into it but i am not sure, maybe someone else can tell you if that is possible.)
**

No, it won't work. If you have another system able to jump into it and you set the system you jump into to have no conections, you will still be able to jump out. (I've been having the same problem in tyring to create a prison system where thats where you start out. You can jump in but you can't jump out.) After setting it so that you can only jump into it from Kontik, I was still able to jump out to Kontik despite the system having no connections when you look at the syst resource.

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You don't want to use nebula's. Their OnExplore field only evaluate's once. (I think.)

If you're using missions, I can offer a few suggestions...
Time-Limit: 1 Day
Goal: On Observe
OnShipDone: G(oütf)
OnFail: D(oütf) A(mďsn)
This would cause the player to pick up the "Problems with Hyperdrive" outfit upon entering the system and seeing the disturbing anomalies. After a day, the mission fails and self-aborts, and the "Problems" go away. This way you could avoid having to worry about removing the mission and it's outfit at another time... Consolidate the effects into as few resources as possible.

For the anomalies... I believe that there is a "Can't Target Ship" flag in the shďp resource.

As for slouch's idea of increasing the jump radius to 32767 - I find that the system overlaps long before you reach 17500. Unless you plan on giving the player access to an outfit that reduces the jump radius by more than 1000 (The defaut jump radius), this number should effectively render the hyperdrive useless.

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Okay. The problem is is that the lighthouses instantaneously transport you to another location. This means that it instantly places you in another system, no hyperspace delay, so no time frame, so the player would not be able to jump from his new destination until he landed and took off again. I may be able to work this into the game, however ("<PSN>, land on Brechtia V immediately to commence a thourough decontamination of nebulei particles") to create the illusion like the player is being held in the system.

Also, as a side note, I would like to know whether it is possible to create random operators inside random operators R(R(b1 b2) R(b3 b4)) I'm assuming that it is not possible, but it would be nice if it was.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

(This message has been edited by Zzap212 (edited 02-09-2004).)

Quote

Originally posted by Eugene Chin:
**You don't want to use nebula's. Their OnExplore field only evaluate's once. (I think.)

As for slouch's idea of increasing the jump radius to 32767 - I find that the system overlaps long before you reach 17500. Unless you plan on giving the player access to an outfit that reduces the jump radius by more than 1000 (The defaut jump radius), this number should effectively render the hyperdrive useless.

**

i like this idea, i believe that it would certianly be more than enough to prevent hyperspacing out of the system, so unless you want to make it so that you can eventually leave the system (after you complete a mission or something) this will work wonders.

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A warrior can shape himself to suit anything in the universe.
A master can shape the universe to suit himself.

Couldn't you have the set string that transports you also remove the outf, or does that not work? I'm pretty sure that I've heard that nothing nests nicely, but I could be wrong. EV4 should fix that...

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Quote

Originally posted by Zzap212:
**Okay. The problem is is that the lighthouses instantaneously transport you to another location. This means that it instantly places you in another system, no hyperspace delay, so no time frame, so the player would not be able to jump from his new destination until he landed and took off again. I may be able to work this into the game, however (" <PSN>, land on Brechtia V immediately to commence a thourough decontamination of nebulei particles") to create the illusion like the player is being held in the system.

Also, as a side note, I would like to know whether it is possible to create random operators inside random operators R(R(b1 b2) R(b3 b4)) I'm assuming that it is not possible, but it would be nice if it was.

**

For the lighthouses, if you do not want the player to be able to actually land, and still have the player transported to another system, make the planet a wormhole, and use a Hyperlink field to link the wormhole to any other spob. This is how the Link wormhole in S7evn (I'm positive that is spelled wrong...) works. The destination spob does not need to be a wormhole.

You can also make nested randomness using missions, NCBs, and the R operator, but this gets pretty complicated. Basically:

Random set string : R(Sxx1, Sxx2) // Start either mission one or two
Mission 1 accept string: R(B1, b2) // mission 1 and two are auto aborting missions.
Mission 2 accept string: R(B3, B4)

This will in essence allow you to nest these things, though it may be more trouble than it is worth.

~ SpacePirate

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Okay:

1. What the problem is is that the mission won't abort until 1 day has passed and the trouble is getting that one day to pass. Just a thought: can a mission be made to make itself add 1 day onto itself before it finishes and cause it to fail itself after completing a single objective?

2. That's what I was thinking later on. I suppose that works, but I'm trying to slim down on the amount of missions I use. I never though I'd find 1000 missions restricting, but I do now...

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

You could always use another mission to remove the outfit. Have it to be observing another ship, which will be flagged to appear in all systems of a govt not belonging to the murk system. OnShipDone will clear the outfit (Dxxx), kill the mission (Axxx) and then restart itself (Sxxx). You can make it invisible in the itinerary, and the trigger ships invisible with the 1 masked pixel trick.

(Edit: Better yet, have the first mission activate the second when it grants the outfit in the first place. That way it doesn't have to be running all the time.)

-reg

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(This message has been edited by Regulus (edited 02-12-2004).)

Thanks mcb, for Nova missions can now be made to pass a specified number of days on completion. Now I'm sure through messing wit the flags and crap that you can pass the timethen abort or something similar. Just muck with it a bit, and I'msure you can figure it out. Perhaps you could make one daily cron that deletes the outfit if it ever finds it, and then use the other mission to add the outfit.

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DatePostInc won't work in this case, since a mission can't be "completed" until you land at the final destination. OnShipDone has no facility for modifying the date.

The way to do this is with a persistent invisible mission that puts a ship in the Murk systems, and grants the jump inhibitor outfit when it's observed, then terminates itself and activates a new mission.

The second mission places a similar invisible ship in any system but Murk systems, whose OnShipDone will remove the inhibitor outfit and restart the original persistent mission.

This will accomplish your goal without cröns or having to fiddle with dates.

-reg

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Quote

Originally posted by Croikle:
**...EV4...

**

There will be no such thing.

Steelix

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Quote

There will be no such thing

If there's one thing I'm tired of hearing (especially on this board), it's that there won't be an EV4. The point is taken, the hope is not lost however.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

(This message has been edited by Zzap212 (edited 02-15-2004).)

Hmmm. What regulus suggested looks like it should work well.
There will be a phantom dot on the radar though, and i'm not sure you can make that dissipear without making the ships cloaked - which means the observe ship goal wouldnt work.

Quote

Originally posted by Steelix:
**There will be no such thing.

Steelix
**

He knows that you nimrod! We all fanticize about an EV4 that will have all the feature we want to put in our plugs where everything works and yadayada, even though we know it will never happen, atleast not in the next few years. This isnt the Nova boards, this is the Dev Boards, and here, unlike the main boards you can assume a level of basic knowledge. Okay?
-Az

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(This message has been edited by Azratax2 (edited 02-15-2004).)

If you give it 0 shields, 0 armor and a silent bööm, and cause it to incarnate on top of a stellar, you should barely notice.

-reg

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Quote

Originally posted by Zzap212:
**
cannot hyperspace out: small ships with a pict of a single black pixel with tons of mass and tractor beams
**

i just tried this, even the most potent tractor beam that nova can use will still only have enough power to stop the smallest of ships from hypering out, the biggest ship i could stop with one was a valkyrie. i don't think that tractor beams will work.

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A warrior can shape himself to suit anything in the universe.
A master can shape the universe to suit himself.

Quote

There will be no such thing.

Steelix

And I suppose your exclusive close contacts with Ambrosia staff and Matt Burch give you the authority to make a final, incontrovertible statement upon the unequivocal impossibility of another Escape Velocity game, am I not correct? Of course, we ignorant fools here couldn't possibly be aware of anything Mr. Burch himself has said in the past.

Quote

...cannot hyperspace out...and cannot follow autopilot to a stellar (being the hypergate that'll get him out of the system).

What about several unselectable spobs (don't assign them the key numbers) with varying amounts of gravity? I heard somewhere that a particular gravitational value or higher will prevent players from hypering out of a system. To circumvent just letting the player sit and watch as his ship is pulled towards the 'lighthouse', create several 'decoy' spobs with varying amounts of gravity. I don't know how feasible that is, but your situation seems to suggest that you won't have to worry very much about the effects of gravity screwing up AI ships. And besides, having your ship being pulled in different directions...that'll probably add to the effect you desire.

Can anyone confirm any of this?

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(This message has been edited by UE_Research & Development (edited 02-15-2004).)

Quote

Originally posted by UE_Research & Development:
**What about several unselectable spobs (don't assign them the key numbers) with varying amounts of gravity? I heard somewhere that a particular gravitational value or higher will prevent players from hypering out of a system. To circumvent just letting the player sit and watch as his ship is pulled towards the 'lighthouse', create several 'decoy' spobs with varying amounts of gravity. I don't know how feasible that is, but your situation seems to suggest that you won't have to worry very much about the effects of gravity screwing up AI ships. And besides, having your ship being pulled in different directions...that'll probably add to the effect you desire.

Can anyone confirm any of this?

**

gravity will not prevent you from hypering out of a system, i have tinkered with it a lot, and even if you have it so high you cannot move from the stellar, you can still hyper out.

the best way to go is to have a "observe" mission grant you a jump distance modifyer of +17000, such an outfit would prevent hyperspace travel until it is removed.

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A warrior can shape himself to suit anything in the universe.
A master can shape the universe to suit himself.

Oh, so the time that my Nova froze as my ship continually tried to jump out of a super-gravity well was only my illusion?

If your ship is stopped, then you can jump, but if you're at the proper hyperspace distance with a properly gravitated stellar, you can't jump without a fast jumping outfit.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

Quote

Originally posted by Zzap212:
**Oh, so the time that my Nova froze as my ship continually tried to jump out of a super-gravity well was only my illusion?

If your ship is stopped, then you can jump, but if you're at the proper hyperspace distance with a properly gravitated stellar, you can't jump without a fast jumping outfit.

**

true, but this only works if the stellar is in the middle of the system (0,0)
not only that, but as i understand it you want it to be possible for the player togo to a hypergate to get out, and this will not be possible if the gravity is strong enough to do that.

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A warrior can shape himself to suit anything in the universe.
A master can shape the universe to suit himself.

Well, the topic shifted slighly to gravity. I was just perturbed that after spending 5 minutes hoping that my ship would finally jump, someone would have the nerve to say that it is impossible.

Sorry.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!