Astro Galaxy - a realistic space exploration game

Feedback Terminal => Suggestions => Topic started by: Rostin on July 16, 2014, 08:47:50 PM



Title: Minor Add-Ons and Updates for Bundled Release
Post by: Rostin on July 16, 2014, 08:47:50 PM
Hello all,

With the "Mysterious Encounters" project nearing completion I think now would be an appropriate time to bring up some small suggestions for updates and changes to the game that would be easily implemented and that could be released in a standard 'Bug Patch' update.

Many of these are things that have been talked about before in the forums, but for convenience I would like to group them all here and add on as the game develops.

For example, here are some small things I would like to see added before the next project starts:
*A "disable all"/"activate all" button for modules
*The ability to destroy/capture pirate planetary forces
*The ability to see sent messages in the game
*Power levels to remain the same regardless of if modules are powered down or activated. (NOTE: Changes in power due to loss or reassigning of personnel SHOULD be reflected in overall power ratings)
*Actual number rankings outside of the Top 20 and the ability to see your own position outside of the Top 30 (or whatever that magical cutoff is)

Please post if I have left anything out that has been discussed already or if you have any more ideas for small implements that the game could use between projects.


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Matamaure001 on July 16, 2014, 11:05:41 PM
Add:

- sort the cargo bay content by name
- in the ship screen, show if a ship is busy or doing nothing
- improve the speed of the manufacturing screen
- in the manufacturing screen add a button to "Deliver all"
- improve the scanners


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: SirEmi on July 17, 2014, 09:11:17 AM
Yeah I think we will have some cooldown periods between projects, when we will do patches and fix things and add smaller improvements.

I have a few as well like:

+ Add a switchable menu for mobile / tablet devices.
+ Make some or all parts of the interface mobile optimized and have a mobile optimization check in account options for people using phones and tablets.

+ Unload all mining facilities button to orbital ship / station.


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: raphael on July 17, 2014, 12:09:28 PM
- Use QP to speed up scanning a ship (everything can be sped up, why not scanning?)
- revised top ranking.. or a new hall of fame.. or shame.. LOL
- science ship optimization  :atention:
- the option to NOT take POW.. kill em all..  :gun_bandana:
- NPC trade ship that sells minerals and gas (similar to the salvage ship)
- battle summary
- officer expiration message


more will probably be added once mysterious encounters is done. :)


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Rostin on July 17, 2014, 12:47:40 PM
Awesome! Thanks for commenting guys :)


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: sargas on July 17, 2014, 01:10:46 PM
- Use QP to speed up scanning a ship (everything can be sped up, why not scanning?)...and let the person being scanned know who is doing the scanning
/quote]




also the Wormhole Detector needs to be able to name the ship it discovered.  Not by name, but by ship registry ID (the number given your ship by SOL Corp. 


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Rostin on July 17, 2014, 01:17:39 PM
also the Wormhole Detector needs to be able to name the ship it discovered.  Not by name, but by ship registry ID (the number given your ship by SOL Corp. 

How would that be helpful? If it just said SOL #XXXXX how would that help you?


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: lisunken on July 17, 2014, 01:33:30 PM
Because you can rename the ship name but not issued name.


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Rostin on July 17, 2014, 01:37:37 PM
Yeah, but how are you supposed to know who's ship that is or what the ship's name is now? I think it's a great idea and can't see why it shouldn't be implemented, I just want to know how that will help you narrow down who is entering or leaving the system :)


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: lisunken on July 17, 2014, 04:13:14 PM
I believe we need both number and name of the ship. I also like see using multiple WHD to able to track down ship movement.  Not just coming or going out of the system you in. I can see more PVP when you can track and hunt.


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: sargas on July 17, 2014, 04:21:01 PM
how about both captain name and ship registry number.

eg:  Titan sargas [EoS] ship#1234

(btw) ship #1234 is my first ship, the 'good ship', LOLLIPOP)


actually, now that I think about it, my station logs identified the captain name, the name of the ship, and the ship registry number.  All that should be able to be adopted in the WD logs...


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: raphael on July 17, 2014, 09:00:28 PM
Yes, improve the kinda useless WHD! and the combat drives too! :)


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Rostin on July 17, 2014, 11:17:04 PM
I feel like improvements on module function would take more time to flesh out. I had originally intended for this thread to be used for accessibility, interface, and minor adjustments and additions to make the game more convenient and that could be completed in a very short time. But still, I would love to see a combat drive upgrade and a WHD overhaul in the near future :)


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: sargas on July 18, 2014, 12:13:59 AM
that seems to be where Sir Emi is taking it...


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: sargas on July 18, 2014, 12:18:44 AM
I believe we need both number and name of the ship. I also like see using multiple WHD to able to track down ship movement.no, I don't think this will work, unless:
I think that you would need WHD at every system in a sector to be able to track

 Not just coming or going out of the system you in. I can see more PVP when you can track and hunt.





Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: SirEmi on July 18, 2014, 08:23:54 AM
About the WHD improvements. There's definitely going to be an upgrade to the Wormhole detection system, and not only showing more information about the ships.

It's quite possible that we could use the new navigation star maps together with a network of WHD to analyze and track down a specific ship visually, taking into account the information provided by the detectors and the time when the jumps happened. Thus if 2-3 jumps where detected by the WHD grid for the same ship, a visual representation is possible, making a prediction of a course and destination, as well as time to arrival.

This would mean you would probably just search for a ship or captain name in the star maps, and it will provide information and trajectory analysis based on the data from the WHD logs and correlated with information from the nav computer database it might reveal ships going to and from rival installations.



Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: raphael on July 18, 2014, 09:18:14 AM
About the WHD improvements. There's definitely going to be an upgrade to the Wormhole detection system, and not only showing more information about the ships.

It's quite possible that we could use the new navigation star maps together with a network of WHD to analyze and track down a specific ship visually, taking into account the information provided by the detectors and the time when the jumps happened. Thus if 2-3 jumps where detected by the WHD grid for the same ship, a visual representation is possible, making a prediction of a course and destination, as well as time to arrival.

This would mean you would probably just search for a ship or captain name in the star maps, and it will provide information and trajectory analysis based on the data from the WHD logs and correlated with information from the nav computer database it might reveal ships going to and from rival installations.

That's interesting!
"WHD grid" would mean that WHDs will then have scan ranges, right? If so, will it be fixed (like 16 LY) or will it depend on the ship (32 if its the jumper)?  Maybe we can add a new technology like a scrambler to negate this?

This update will rock.  :punk:



Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Matamaure001 on July 18, 2014, 09:55:01 AM
It could be related to the MK level of the module


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: SirEmi on July 18, 2014, 01:24:00 PM

That's interesting!
"WHD grid" would mean that WHDs will then have scan ranges, right? If so, will it be fixed (like 16 LY) or will it depend on the ship (32 if its the jumper)?  Maybe we can add a new technology like a scrambler to negate this?

This update will rock.  :punk:


You are correct, the WHD's will need a LY range as well. This could just as well be the jump scan range. Then you could have a ship sit in deep space and scan for passing wormholes. It will project a bubble around the ship, similar to the jump scan range. Any wormholes passing trough this bubble will be recorded from the entry point to the exit point of the WHD scan range.

Captains wanting to go undetected will probably have to equip a module named "Wormhole Detector Scrambler" | WHDS, that will reduce the WHD range when doing the check. If the wormhole trajectory does not intersect the WHD scan range reduced by the WHDS, then the wormhole goes undetected. So if the detector is close to the jump spot, it will be easy to detect, but as they go into deep space it will get harder as the ships positions differ.

As an example, you could have a Detector ship in deep space scanning at up to 10 LY. A star nearby is located at 8 LY. A ship opens a wormhole calculation window at the star that is 8 LY away, but they have a WHDS scrambler that reduces the Detector range by 3 LY. So the detector doesn't find it because 8>(10-3). However, when another ship without WHDS opens a wormhole calculation, it is detected and reported.


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Rostin on July 18, 2014, 04:13:28 PM
I love it...


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Rostin on July 18, 2014, 04:54:46 PM
Also, I would like the ability to search through messages for keywords, sender/recipient, and subject
And an estimated fuel cost for long range jumps :)


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: lisunken on July 18, 2014, 05:56:35 PM
O my if the whd is upgrade to track ship movement. the PVP is going to heated up.


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: raphael on July 18, 2014, 09:17:03 PM

That's interesting!
"WHD grid" would mean that WHDs will then have scan ranges, right? If so, will it be fixed (like 16 LY) or will it depend on the ship (32 if its the jumper)?  Maybe we can add a new technology like a scrambler to negate this?

This update will rock.  :punk:


You are correct, the WHD's will need a LY range as well. This could just as well be the jump scan range. Then you could have a ship sit in deep space and scan for passing wormholes. It will project a bubble around the ship, similar to the jump scan range. Any wormholes passing trough this bubble will be recorded from the entry point to the exit point of the WHD scan range.

Captains wanting to go undetected will probably have to equip a module named "Wormhole Detector Scrambler" | WHDS, that will reduce the WHD range when doing the check. If the wormhole trajectory does not intersect the WHD scan range reduced by the WHDS, then the wormhole goes undetected. So if the detector is close to the jump spot, it will be easy to detect, but as they go into deep space it will get harder as the ships positions differ.

As an example, you could have a Detector ship in deep space scanning at up to 10 LY. A star nearby is located at 8 LY. A ship opens a wormhole calculation window at the star that is 8 LY away, but they have a WHDS scrambler that reduces the Detector range by 3 LY. So the detector doesn't find it because 8>(10-3). However, when another ship without WHDS opens a wormhole calculation, it is detected and reported.


Great! I have more questions but let's cross that bridge when we get there. LOL

oh, and a detector ship optimization comes into mind. :)



Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Dadds on July 19, 2014, 02:33:21 PM
Sir Emi (and other esteemed posters on this subject)
Dont want to be too picky or pushy, but we are still waiting on hangar combat upgrade technology where you can decide which ship scrambles to an attack, and which ship stays in its bay.
I would love to see this implemented one day
Dadds


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Rostin on July 19, 2014, 02:39:06 PM
Sir Emi (and other esteemed posters on this subject)
Dont want to be too picky or pushy, but we are still waiting on hangar combat upgrade technology where you can decide which ship scrambles to an attack, and which ship stays in its bay.
I would love to see this implemented one day
Dadds
I don't think I knew about this. Can you post a link to the original thread?


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: Dadds on July 19, 2014, 02:46:36 PM
its an ancient thread. started before hangar tech and promised after hangar tech was introduced and found to be mostly useless. The Hangar did get a small mod making it more practical however, but not the way i would consider a hangar to be used. Imagine your best aircraft carrier getting attacked from outside, and none of your fighters were deployed to defend it. all it becomes then is a carrier of aircraft and pointless


Title: Re: Minor Add-Ons and Updates for Bundled Release
Post by: SirEmi on July 19, 2014, 04:52:25 PM
Sir Emi (and other esteemed posters on this subject)
Dont want to be too picky or pushy, but we are still waiting on hangar combat upgrade technology where you can decide which ship scrambles to an attack, and which ship stays in its bay.
I would love to see this implemented one day
Dadds

Hangars revamp, yeah there will be a project for it:
http://forum.astro-galaxy.com/index.php/topic,8713.0.html