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AI War II / Re: Pre-Set Campaigns to attract new players
« Last post by zeusalmighty on June 19, 2018, 11:39:39 AM »
Honestly, the map style and size I think also should still be chooseable.

I agree, there should still be some customization and the map choice is the obvious one. It still might be worthwhile to have a a default map and size for each scenario, if only to give new players a good one to start with

This might be an effective way to implement the tutorial too but that's just speculation on my part
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AI War II / Re: Pre-Set Campaigns to attract new players
« Last post by x4000 on June 19, 2018, 10:26:25 AM »
Actually... thinking about this more, I think that I could probably implement this on my own... and should.  This needs to be in place pre-EA.
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AI War II / Re: Pre-Set Campaigns to attract new players
« Last post by x4000 on June 19, 2018, 10:25:14 AM »
I'm not positive how hard this would be -- that's a question for Keith, really -- but I do want to say that I'm very much behind this idea.  My main concerns are:

1. There are a variety of difficulty settings (each individual faction, etc), and we don't want to bake that into the scenario.  Some people would want the equivalent of 10/10, others would want the equivalent of 7/7.  So we'd need some way to have a central "what difficulty do you want?" dropdown that then gets fed into all the factions.

2. Honestly, the map style and size I think also should still be chooseable.  So basically I might want to play the great train robbery on map X, and you want to play it on map Y, and that's fine.  Maybe it has a default built in, but I shouldn't be forced into it.

In general basically I feel like people should be able to JUST play these scenarios and have as rich an experience as anyone else.  I might just wind up playing great train robbery over and over again for 200 hours, but each on is vastly different just like some other configuration of the game is.  Obviously I hope that people branch out more than that, but at the same I feel like this is the most interesting style of quick start.
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I believe you are referring to Iz & Auggie: Escape From Dimension Q
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AI War II / Pre-Set Campaigns to attract new players
« Last post by zeusalmighty on June 18, 2018, 04:43:22 PM »
(I put this on Mantis but thought this would be a good topic for the forum to create some fun scenarios)
Goal: To prevent new players being overwhelmed by campaign options

Proposal:
Having pre-set "themed campaigns" to choose from in the Game Menu.

There should be a variety of pre-set campaigns to choose from with a flavorful description and a catchy name. These would be distinguished from each other by the minor factions included and the personality of the AI.

[e.g. "Great Train Robbery": The AI funds massive projects to dominate the galaxy by use of interstellar trains. Loot these trains to cripple their plans and fund your own, but be wary of alerting the wardens who don't take kindly to bandits. (Minor factions enabled: Astro trains, Marauders, Zenith Trader. Wardens higher diff; Hunters lower diff)]

Why this should be implemented:
*For new players, the immense amount of choice is daunting. Having some pre-set campaigns (with adjustable difficulty) can appeal to a given player's preferences.

*Special Achievements!

*Incorporate fan-made scenarios!
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AI War II / Re: Synergy between Minor Factions
« Last post by zeusalmighty on June 18, 2018, 12:21:27 PM »
Wasn't consciously thinking of the Borg but yes, yes I do
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Private Alpha Discussion / Re: Dyson Sphere and sundries
« Last post by zeusalmighty on June 18, 2018, 11:57:10 AM »
Don't fix what's not broken, the Dyson sphere is already a sweet faction and any deviations should be both mechanically and lore friendly

That being said, hearing out ideas may lead to interesting things not necessarily tied to this specific faction
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Starward Rogue Mods & Modding / Re: Auto-pickup woes
« Last post by Logorouge on June 17, 2018, 06:35:22 PM »
I've had a quick look and it seems like the engine really doesn't like having slot based items be automatically picked up. It's probably best to avoid doing that. What are you trying to achieve overall?
The short story is, I'm trying to have some special consumables that you can quickly swap just by running over them. The game really didn't like that. My current workaround is to have the new item just erase the current one, but that's less than ideal.
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Starward Rogue Mods & Modding / Re: Auto-pickup woes
« Last post by Pepisolo on June 17, 2018, 11:35:53 AM »
I've had a quick look and it seems like the engine really doesn't like having slot based items be automatically picked up. It's probably best to avoid doing that. What are you trying to achieve overall?
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Starward Rogue Mods & Modding / Re: Auto-pickup woes
« Last post by Draco18s on June 16, 2018, 09:13:19 PM »
I was hoping for item names so I could look up the item def and figure out what code it invokes.
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