Search found 14 matches
- Mon Jul 28, 2014 6:05 pm
- Forum: Shallow Space
- Topic: Modding
- Replies: 3
- Views: 900
RE: Modding
Hah! I don't expect all these things. This is pretty much a run-down on how-to-make-the-ideal-moddable-game. Some parts of that are easier than others...
- Mon Jul 28, 2014 6:03 pm
- Forum: Shallow Space
- Topic: Battleship
- Replies: 9
- Views: 1166
RE: Battleship
<t>That's pretty much what I was asking for - only worded differently. =) Ships moving around evading fire? Then i'll need to write complex collision avoidance mechanisms munching your CPU.IMO that's mostly a matter of scale.If the opponents are impossibly close to one another, then yes, collisions ...
- Fri Jul 25, 2014 1:50 pm
- Forum: Shallow Space
- Topic: Crew Experience
- Replies: 4
- Views: 1102
RE: Crew Experience
<t>I agree that those guys should be fixed to a certain class of ship and might have different skillsets therefore but I also fear that balancing would be a bitch. Not necessarily.If a "Chief Engineer" can have bonus A, B, or C, and a corvette doesn't have a slot for an engineer, then the corvette ...
- Mon Jul 21, 2014 5:10 pm
- Forum: Shallow Space
- Topic: Terminology
- Replies: 1
- Views: 771
Terminology
<t>So I stumbled over... packs. Why? Going with naval terms it goes something like this: FleetDivisionTask ForceSquadronFlotilla I'm sure you can pick a much better term than "pack", which makes one think of armed rabble rather than an organized military. "Wolf pack" (WW2 U-Boote) was an aberration ...
- Mon Jul 21, 2014 11:56 am
- Forum: Shallow Space
- Topic: Crew Experience
- Replies: 4
- Views: 1102
RE: Crew Experience
<t>True enough and this is the preferred method in several strategy games like MOO or GalCiv.Crew is fully abstracted, leaving only The Ship as an object you can interact with. SS is smaller scale, though. (assumption =)In MOO or GalCiv I had hundreds[/url] or thousands of ships and was actually ...
- Sun Jul 20, 2014 1:08 pm
- Forum: Shallow Space
- Topic: Crew Experience
- Replies: 4
- Views: 1102
Crew Experience
<t>Engage your capital ships in combat to improve your officer’s skills...What kind of scope are you thinking there?I don't mean in all gory detail but more a general direction like...A ship has one captain and that's the only one who can gain experience. Number of officer slots depends on the ...
- Fri Jul 18, 2014 3:52 pm
- Forum: Shallow Space
- Topic: UI Work and Volcanic Planets
- Replies: 8
- Views: 988
RE: UI Work and Volcanic Planets
<t>So I had the following idea (did not implement it): perhaps it would pay off to give 2 'roll' values for the ship: those two angles could represent:1- the maximum fire roll angle: when you have a target in your sights, your ship will roll to present this side to the enemy. 'This side' is where ...
- Fri Jul 18, 2014 2:06 pm
- Forum: Shallow Space
- Topic: Modding
- Replies: 3
- Views: 900
Modding
<t>It was briefly mentioned on indiedb[/url] but more in a to-be-determined kinda way. Modding Unity is no different from modding any other game. It's a matter of how you set it up.It's not something that gets added late in development. At that point it's a lost cause.Game data files that are not ...
- Fri Jul 18, 2014 1:35 pm
- Forum: Shallow Space
- Topic: Orders while paused
- Replies: 2
- Views: 942
Orders while paused
<t>What's your stance on it? Me, I see it as an equaliser to an AI that can change it's focus instantly and give complex orders to many ships in practically no time. It's also an opportunity to allow the manipulation of low level systems like the energy or shield settings on a particular ship ...
- Fri Jul 18, 2014 12:32 pm
- Forum: Shallow Space
- Topic: POLL: Ship Designs
- Replies: 18
- Views: 1977
RE: POLL: Ship Designs
<t>#4 would be my second choice but it looks too cluttered and patched-together like it doesn't know what it wants to be. IMO a shiptype does one thing and does it well.A variant of a ship type should still largely stay within it's operating parameters.For instance, a battleship could have a long ...
- Fri Jul 18, 2014 12:15 pm
- Forum: Shallow Space
- Topic: Battleship
- Replies: 9
- Views: 1166
RE: Battleship
<t>sad really but it is overpowered and the player would only forget about the smaller ships.The problem as I see it in the video are the turrets.They traverse super-fast and so they have no trouble bearing on "the smaller ships".If turrets traverse very slowlythey feel more massivethey can not hope ...
- Fri Jul 18, 2014 11:53 am
- Forum: Shallow Space
- Topic: The major factor
- Replies: 11
- Views: 1200
RE: The major factor
<t>Sorry but... none of the above. =) "Granular control of the ships" is probably closest to what I want to see but what is on my wish list: Instead of direct control of many low level systems on ships, I'd like to be able to define Rules Of Engagement.For instance:Retreat if visible enemy units ...
- Fri Jul 18, 2014 11:43 am
- Forum: Shallow Space
- Topic: Sensors / Stealth / Recon
- Replies: 4
- Views: 938
RE: Sensors / Stealth / Recon
<t>we think that certain types of asteroid will have a radius limiting sensor detection, solar flare activity and local spacial anomalies will also reduce sensor ranges or worse disrupt sensors entirely. Each ship will have short and long range sensors, objects within short range sensors will be ...
- Fri Jul 18, 2014 11:24 am
- Forum: Shallow Space
- Topic: POLL: Ship Designs
- Replies: 18
- Views: 1977
RE: POLL: Ship Designs
(5)because it looks like it was built to perform a certain function. #1, for instance is just for looking pretty. With fins for... better steering? And my, what a conclusive poll we have here. That's gotta be helpful. =)