Author Topic: Suggestions  (Read 60505 times)

Offline x4000

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Re: Suggestions
« Reply #60 on: June 18, 2009, 08:37:30 am »
well I dunno if anyone uses this thread anymore, it sure looks like they don't.

Anywho, my friend and I had a rather difficult problem involving permamines blocking a major passage through our territory, such that pretty much every move order needed to be manually directed around them. We thought that a way to mark a hole as "off limits" to the pathfinding AI would be an extremely nice feature to have because it would give you a way to direct traffic and make move orders much simpler through empires where the shortest route can be deadly.

Hey, that's a cool idea!  That could make automatic pathfinding a lot easier in some cases.  I would mark the entire planet, rather than just the wormhole, I think -- it would be easier to see and manage from the galaxy map. What do you think of that?

In the meantime, you can always give manual move orders on the galaxy map.  Just select your first destination, hold Shift, and keep adding orders until the red line leads where you want.  But I think your suggestion will be great for making certain things simpler.

By the way, if you think that this really needs to be per-wormhole instead of per-planet, I suppose I could make some sort of "avoid this" market ship that you could build for cheap out of your mobile builders or command stations.  Just place it right by/on the wormhole (like you would do an exo-shield on a harvester), and it would close down that wormhole for your and allied ships.  It could be permanently cloaked, so that enemies don't see or mess with it, and I could make the line between the two planets go red instead of white so that you can see it doesn't work.

Thoughts on which you prefer, or some other idea for it?
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Offline Blam Stokel

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Re: Suggestions
« Reply #61 on: June 19, 2009, 01:55:19 am »
yeah that sounds great, I know about the shift command I was just a bit tired of having to babysit my fleet every time I wanted to move across my territory. I think per-hole would be better just because if an entire system is off limits it could limit mobility more than I would want. You could call the marking ship a navigation beacon or something of the sort

Offline Quitch

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Re: Suggestions
« Reply #62 on: June 19, 2009, 07:53:17 am »
Something I'd like to see is a little time pressure on the player. At the moment once you've beaten off the initial attacks on your home sector and secured it, the entire game revolves around whether or not your screw up and push AI progress too far, but if you're at AI Progress 30 then the threat levels stays identical while you build up another enormous force for the next push.

What I'd like to see is that on higher difficulties (7+) or when you check a box on the game setup screen, AI progress increases over time e.g. every fifteen minutes it increases by 1. This ensures the player needs to keep the ball rolling, rather than just using their infinite resources and relatively predictable AI attack levels to build up another maximum size force.

Offline x4000

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Re: Suggestions
« Reply #63 on: June 19, 2009, 08:46:49 am »
yeah that sounds great, I know about the shift command I was just a bit tired of having to babysit my fleet every time I wanted to move across my territory. I think per-hole would be better just because if an entire system is off limits it could limit mobility more than I would want. You could call the marking ship a navigation beacon or something of the sort

Okay, that makes sense -- I've added that to my list as per-hole, I think having some sort of beacon will make that relatively easy to see and manage.  Thanks for the suggestion!
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Offline x4000

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Re: Suggestions
« Reply #64 on: June 19, 2009, 08:54:25 am »
Something I'd like to see is a little time pressure on the player. At the moment once you've beaten off the initial attacks on your home sector and secured it, the entire game revolves around whether or not your screw up and push AI progress too far, but if you're at AI Progress 30 then the threat levels stays identical while you build up another enormous force for the next push.

Well, the incoming threat level remains identical.  I don't know how much you've played on difficulty 7, but after 5 or 6 hours you'll start noticing some planets with just absolutely massive (thousands) of ships at them.  Basically, the longer you delay, the more entrenched the AI gets.  So there's time pressure in that sense, because if you get caught up too much in your defense then that can make offense too hard.  And if you are really succeeding on offense and just blow through a bunch of planets (one of my allies did this in my current game), then the AI Progress shoots up and defense is super hard. 

So it's kind of back and forth, almost like a turn-based game in that sense, but the main thing is that the human players always have the "tempo" in Chess turns.  I felt like this provided more opportunities for strategizing, in general.  However, I do have planned to introduce "events" of various sorts, which would basically be like the like the AI building some big massive ship during the game (over time), and the players have a certain amount of time to react before it finishes getting built and ready, and then a certain amount of time pressure when actually trying to kill it before it kills them.  I'm not yet sure whether I'll start doing those in DLC, or if all of those are going to start with the first expansion.  At present I think I'll have at least one of them in upcoming DLC.

[quote author=Quitch link=topic=45.msg794#msg794 date=1245412397What I'd like to see is that on higher difficulties (7+) or when you check a box on the game setup screen, AI progress increases over time e.g. every fifteen minutes it increases by 1. This ensures the player needs to keep the ball rolling, rather than just using their infinite resources and relatively predictable AI attack levels to build up another maximum size force.
[/quote]

However, all of the above aside, I really like this idea -- the checkbox idea.  I think that this could provide another style of play, basically, and that's a good thing.  Added to my list!  This should be an easy one, so I think it will be out today.  Actually, I think I'll make this a dropdown with various options so that players can tune this to a certain degree -- how much it increases over what interval.  For smaller maps, having this feature could be hugely useful for making those even more interesting and fast-paced.  Awesome!
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Offline Blam Stokel

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Re: Suggestions
« Reply #65 on: June 19, 2009, 05:34:13 pm »
I was wondering one thing, did you change the way the ai progress is measured? In one game between a friend and I, we loaded a game we started in 1.005 in which we had taken only 4 or 5 planets, but the AI progress was at 210, which seemed ridiculously high. After that, every action that would ordinarily raise progress would raise it by 10 or more at a time. I was wondering if you changed it to measure by tens or if this was a bug. Judging by the thousands upon thousands of T2 ships constantly pouring into our systems I'm guessing something went wrong.

Offline x4000

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Re: Suggestions
« Reply #66 on: June 19, 2009, 05:39:06 pm »
I was wondering one thing, did you change the way the ai progress is measured? In one game between a friend and I, we loaded a game we started in 1.005 in which we had taken only 4 or 5 planets, but the AI progress was at 210, which seemed ridiculously high. After that, every action that would ordinarily raise progress would raise it by 10 or more at a time. I was wondering if you changed it to measure by tens or if this was a bug. Judging by the thousands upon thousands of T2 ships constantly pouring into our systems I'm guessing something went wrong.

Nope, this increase is by design -- the scale for AI progress is now 10x higher than it was before, so I can have some more subtlety in what I can adjust it by (adjusting it by less than the old version of one -- now ten -- for instance).  Having an AI Progress of 210 is like having an AI Progress of 21 in the old scale, should be exactly equivalent. 

You're having thousands of ships coming into your system at once with each wave?  With a progress like that, it should be more like 30-40 at most, per human player per AI player (so 2 human players and 2 AIs = 30-40 x 4 at most, and that's if they all hit the same planet).  Of course, if you are playing with a certain AI type (like raider), or you have a captive human settlement, those numbers could be much inflated.  Also, occasionally the AI will do a series of double-sized waves.

If the AI Progress was off, it would automatically bump up to a higher tech level and do fewer ships, so I'm pretty confident you're okay and it's not a bug.  Probably one of the other factors above -- but let me know if it continues to seem off!
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Offline Zulgaines

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Re: Suggestions
« Reply #67 on: June 20, 2009, 06:56:41 pm »
This is going to sound a bit random, but how difficult would it be to add spectators?

Spectators that would work like this, that is:

With the way the game is now, single games can go on for hours if not days. What if within the direct IP connection you had a toggle to "join as spectator" which would allow people to join games that are already in play in order to chat or watch with those playing it? The benefits of such a feature are many for groups interested in playing coop together.
« Last Edit: June 20, 2009, 06:58:19 pm by Zulgaines »

Offline x4000

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Re: Suggestions
« Reply #68 on: June 21, 2009, 12:33:10 am »
This is going to sound a bit random, but how difficult would it be to add spectators?

Spectators that would work like this, that is:

With the way the game is now, single games can go on for hours if not days. What if within the direct IP connection you had a toggle to "join as spectator" which would allow people to join games that are already in play in order to chat or watch with those playing it? The benefits of such a feature are many for groups interested in playing coop together.

Hey there, I think this is a great idea.  There is a lot of complexity involved with doing this in the lobby, but this ought to be possible for people to connect to a game once it is already in progress.  This won't be a short-term thing, most likely, but I've added this to my "future DLC" release list.  This will probably the focal point of a future week's DLC, since I imagine it will take me a good part of a week to really get this working well.  Great idea, I think this will add a lot once I do have it in there.
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Offline Admiral

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Allow renaming of planets?
« Reply #69 on: July 03, 2009, 07:00:47 pm »
It would be nice to be able to rename planets, please.

I just like my home planet to be Earth (or Vulcan, or Romulus, or whatever) so that I can easily refer to it. Some of the names are nigh unpronounceable, even when sitting right next to a friend.

I could also give my planets utilitarian names such as "Forward Outpost MCMXCIV"...

Cheers!

Offline x4000

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Re: Allow renaming of planets?
« Reply #70 on: July 03, 2009, 08:28:45 pm »
It would be nice to be able to rename planets, please.

I just like my home planet to be Earth (or Vulcan, or Romulus, or whatever) so that I can easily refer to it. Some of the names are nigh unpronounceable, even when sitting right next to a friend.

I could also give my planets utilitarian names such as "Forward Outpost MCMXCIV"...

Wow, this is not something that ever occurred to me before.  Although, thinking back, I recall that Rise of Nations had this ability to rename their towns -- I really liked that in their game, but it's been so long since then that I'd never thought of it since.  Added to my list! :)
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Offline Admiral

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Show health & reload bars during Icon View
« Reply #71 on: July 03, 2009, 08:29:41 pm »
Could you have an option to display the health and reload bars when ships are shown in icon view please?

Cheers!

Offline x4000

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Re: Show health & reload bars during Icon View
« Reply #72 on: July 03, 2009, 08:32:49 pm »
Could you have an option to display the health and reload bars when ships are shown in icon view please?

Yeah, that's another good one.  It might adversely affect performance to a small-to-moderate degree depending on your hardware and just how far you are zoomed out (if there are thousands of ships in battle onscreen at once), but I doubt it will be anything too terrible and if you have the hardware to handle that, then great.  Added to my list. :)
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Offline Admiral

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Reclaimed ship suggestions
« Reply #73 on: July 03, 2009, 08:38:45 pm »
Could you do any of these things with newly reclaimed ships please?

a) Add them to the combat group (1-9) of the parasite that claimed them?
b) Add them to a special combat group of "reclaimed ships?"
c) Have them inherit the mode of the reclaiming ship (free-roaming defender, etc.?)
d) Have them inherit the command queue of the reclaiming ship?
e) Specify a "all reclaimed ships should go here" point on each planet?

Cheers!

Offline x4000

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Re: Reclaimed ship suggestions
« Reply #74 on: July 03, 2009, 08:42:49 pm »
Could you do any of these things with newly reclaimed ships please?

a) Add them to the combat group (1-9) of the parasite that claimed them?
b) Add them to a special combat group of "reclaimed ships?"
c) Have them inherit the mode of the reclaiming ship (free-roaming defender, etc.?)
d) Have them inherit the command queue of the reclaiming ship?
e) Specify a "all reclaimed ships should go here" point on each planet?

Cheers!

My instinct is to do A, C, and D as new behaviors (no settings required).  Would that work for you?
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