One: How about a galactic clock, so we know when stations have restocked? And How about a credit monitor? It'll make keeping track of when we're breakin' the bank a LOT easier (If this is already in there, then I'm freakin' blind)
Two: Achievements. Like, "Destroy 3 ships in a row" or something like that. Here's an article on it
Three: Disposition: Keep track of who and how much people like you.
Four: Different factions and varied quests: Do stuff for the Coprorates maybe? Or the Sisters of Domina?
Five: Different species? Like, Race A can maneuver better, while race B can tweak shielding?
I dunno. Whatever floats your boat, you can put in I guess.
Couple things
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
One: stations don't restock and press s for the ship screen your current credits are on that screen
Four: Already in and still being added to all the time.
Five: Everyone is human. But enhanced humans wouldn't really get an advantage to to everything is done with your ship. Different ships may be able to do what you want have some of how to make different ships really different for the player?
Four: Already in and still being added to all the time.
Five: Everyone is human. But enhanced humans wouldn't really get an advantage to to everything is done with your ship. Different ships may be able to do what you want have some of how to make different ships really different for the player?
Crying is not a proper retort!
I think the general concept of three is vastly underutilized or otherwise poorly implemented in a lot of games - they have one number or one value - basically just like, dislike or indifferent - human interaction is so much more complicated than that - what number represents your relationship with an ambassador to a friendly sovereign that personally dislikes you? What about a likable but untrustworthy companion or a hated but ultimately respected enemy?
You can't simulate it perfectly but you can at least throw a few more numbers in there.
Some relationship values (all value go from -100 to 100). Note that not all of these need to be displayed to the player, and several could be subdivided, but I think this works well for a three value system. (there are many more, i.e. fear, greed, etc.)
Trust: This is simply how much the other person trusts you. -100 and they expect you to betray them every time while +100 they trust you with their life. This can be negative.
Affinity: This is a straight up "do they like you or not". If they like you, things are easier, if they don't, things are not. Note however that the other values are designed to make relations possible with people that dislike you. This can be negative.
Loyalty/respect/professionalism: This is a measure of basically how much they are willing to ignore other values. 100% loyalty would mean that they would help you out even if you were their enemy/completely untrustworthy/etc. People you are in charge of have loyalty in this manner.
A doctor for example might have a high respect (professionalism) towards you - he will treat you even if he despises you because it is his job. These three an be split into seperate values if you like - I merged them because they all have the same result - nullifying negative affinity, just for different reasons.
Let's say you kill a rogue general in the fleet after being ordered by another corrupt general to bring him in alive - now your relation with CW fleet is criminal (affinity -50) but no pilot will bring you in (loyalty +50) because they agree with your desicion to disobey orders.
this is just a simple system I threw together, it coudl use a lot more thought but I really think the one number system is very one-dimensional
You can't simulate it perfectly but you can at least throw a few more numbers in there.
Some relationship values (all value go from -100 to 100). Note that not all of these need to be displayed to the player, and several could be subdivided, but I think this works well for a three value system. (there are many more, i.e. fear, greed, etc.)
Trust: This is simply how much the other person trusts you. -100 and they expect you to betray them every time while +100 they trust you with their life. This can be negative.
Affinity: This is a straight up "do they like you or not". If they like you, things are easier, if they don't, things are not. Note however that the other values are designed to make relations possible with people that dislike you. This can be negative.
Loyalty/respect/professionalism: This is a measure of basically how much they are willing to ignore other values. 100% loyalty would mean that they would help you out even if you were their enemy/completely untrustworthy/etc. People you are in charge of have loyalty in this manner.
A doctor for example might have a high respect (professionalism) towards you - he will treat you even if he despises you because it is his job. These three an be split into seperate values if you like - I merged them because they all have the same result - nullifying negative affinity, just for different reasons.
Let's say you kill a rogue general in the fleet after being ordered by another corrupt general to bring him in alive - now your relation with CW fleet is criminal (affinity -50) but no pilot will bring you in (loyalty +50) because they agree with your desicion to disobey orders.
this is just a simple system I threw together, it coudl use a lot more thought but I really think the one number system is very one-dimensional
- Ttech
- Fleet Admiral
- Posts: 2767
- Joined: Tue Nov 06, 2007 12:03 am
- Location: Traveling in the TARDIS
- Contact:
Simple?OddBob wrote:I think the general concept of three is vastly underutilized or otherwise poorly implemented in a lot of games - they have one number or one value - basically just like, dislike or indifferent - human interaction is so much more complicated than that - what number represents your relationship with an ambassador to a friendly sovereign that personally dislikes you? What about a likable but untrustworthy companion or a hated but ultimately respected enemy?
You can't simulate it perfectly but you can at least throw a few more numbers in there.
Some relationship values (all value go from -100 to 100). Note that not all of these need to be displayed to the player, and several could be subdivided, but I think this works well for a three value system. (there are many more, i.e. fear, greed, etc.)
Trust: This is simply how much the other person trusts you. -100 and they expect you to betray them every time while +100 they trust you with their life. This can be negative.
Affinity: This is a straight up "do they like you or not". If they like you, things are easier, if they don't, things are not. Note however that the other values are designed to make relations possible with people that dislike you. This can be negative.
Loyalty/respect/professionalism: This is a measure of basically how much they are willing to ignore other values. 100% loyalty would mean that they would help you out even if you were their enemy/completely untrustworthy/etc. People you are in charge of have loyalty in this manner.
A doctor for example might have a high respect (professionalism) towards you - he will treat you even if he despises you because it is his job. These three an be split into seperate values if you like - I merged them because they all have the same result - nullifying negative affinity, just for different reasons.
Let's say you kill a rogue general in the fleet after being ordered by another corrupt general to bring him in alive - now your relation with CW fleet is criminal (affinity -50) but no pilot will bring you in (loyalty +50) because they agree with your desicion to disobey orders.
this is just a simple system I threw together, it coudl use a lot more thought but I really think the one number system is very one-dimensional
Yes that is pretty simple. Trust and affinity are straightforward but loyalty/respect is harder to implement - when do you change it and how does the game know your motives? It's possible it would work better applied to people instead of relationships.
-
- Commonwealth Pilot
- Posts: 76
- Joined: Thu Dec 20, 2007 8:58 pm
Oddbob: For a game with in-depth interaction between AI and player, check out Galactic civilizations II (there's a demo out there). If you're fighting enemies A,B, and C, and B has diplomatic relations with A and C, C will attack you, annhialate all your ships, and then leave you alone until you make another ship, as when you die C wins a diplomatic victory. and lots of stuff like that.
What I meant by credit monitor is to see how many credits the station has, not what you have. And if stations could restock or get new merchandise, that would be awesome.Betelgeuse wrote:One: stations don't restock and press s for the ship screen your current credits are on that screen
- Fossaman
- Militia Captain
- Posts: 556
- Joined: Tue Mar 07, 2006 12:56 am
- Location: Traveling to the galactic core
I like that system a lot, OddBob. One thing I'd really like to see is different factions reacting differently to the same stimulus. For example, if you 'gave quarter' to the Ares, their respect for you would go down, but if you did the same for, say, the Ranx, it would go up. This would be a good way to simulate different cultures without adding lots of code for quests and missions.
X-ray laser! Pew, pew pew!
> = = = = ۞
> = = = = ۞
want to see how many credits the station has?
here's a mod that will show you how many credits a station has from within the sell items screen, but before you sell.
some assembly required
in the main transcendence .xml replace this
with this
i'd upload the whole mod if i could, or the whole code if it wasn't so big.
here's a mod that will show you how many credits a station has from within the sell items screen, but before you sell.
some assembly required
in the main transcendence .xml replace this
Code: Select all
; Set the price and description
(setq priceText (cat "Unit offer: " (if (eq gCost 0) "N/A" gCost)))
(if (gr availCount 1)
(setq priceText (cat priceText " (" availCount " for " (multiply gCost availCount) ")"))
)
Code: Select all
; Set the price and description
(setq priceText (cat "Unit offer: " (if (eq gCost 0) "N/A" gCost) " Station credits: " (objGetBalance gSource) ))
(if (gr availCount 1)
(setq priceText (cat priceText " (" availCount " for " (multiply gCost availCount) ")"))
)