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GLI Ace
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Posted: May 4th, 2012 Post subject: Hangars |
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It was discussed before "here and there" but I decided to write it as development suggestion.
I propose to make Hangars - place where player can hold his/her ships and change them when needed (without loosing money on "trade-ins").
What, another place?! It'll take time to develop and code it! HA-HA! It will not...! In my intention it's not "physical" place but function/service of "Ships Dealer" (player can not see hangars because they are placed outside of spaceport).
Hangar service could be available on planet bases only and some planet shouldn't have them because of required infrastructure (i.e. "small" agricultural planets are "out of service").
"Ships Dealer" could offer hangar service:
- ask question when buying new ship ("do you want to keep your old ship or trade it?" and then present price),
- computer at "SD" could have additional "tab" for ships in Hangar ("BUY | SELL | REPAIR | HANGAR).
Hangar's fee should depend on ship's size - bigger ship means bigger fee. Maybe it could be some e.g. "weekly/monthly cost" (TCO)?
Some future version of The Game will offer fleets. Hangars could be implemented "a little" earlier to accustom players with such function...  _________________ Genuine Lifelike Individual
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Iltsuger Veteran
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Posted: May 7th, 2012 Post subject: Re: Hangars |
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Yeah, would be nice. A lot of these sorts of ideas seem a bit easier if we just make them menu options like you do, rather than hoping that everything will be shown on the screen.
Game design in general would be a whole lot easier if that sort of philosophy went back in style... *sighs*
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GLI Ace
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Posted: May 7th, 2012 Post subject: Re: Hangars |
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| Iltsuger wrote: | | Yeah, would be nice. A lot of these sorts of ideas seem a bit easier if we just make them menu options like you do, rather than hoping that everything will be shown on the screen. |
Locations. More locations!
Every single planet, station or base should have more:
- space/area/range,
- levels (undergrounds, high buildings),
- locations (e.g. subway to suburbs, hangars, factories, other spaceports etc.).
More exploratory - both in space and on the "ground".
| Iltsuger wrote: | | Game design in general would be a whole lot easier if that sort of philosophy went back in style... *sighs* |
I understand that CK is quite busy and so far there are many ideas for improvements of the game. I tried to make it as simple as possible but still very usable/playable.
Maybe it will be implemented. Maybe soon...  _________________ Genuine Lifelike Individual
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Lexus Veteran
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Posted: May 8th, 2012 Post subject: Re: Hangars |
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| GLI wrote: | | Iltsuger wrote: | | Yeah, would be nice. A lot of these sorts of ideas seem a bit easier if we just make them menu options like you do, rather than hoping that everything will be shown on the screen. |
Locations. More locations!
Every single planet, station or base should have more:
- space/area/range,
- levels (undergrounds, high buildings),
- locations (e.g. subway to suburbs, hangars, factories, other spaceports etc.).
More exploratory - both in space and on the "ground".
| Iltsuger wrote: | | Game design in general would be a whole lot easier if that sort of philosophy went back in style... *sighs* |
I understand that CK is quite busy and so far there are many ideas for improvements of the game. I tried to make it as simple as possible but still very usable/playable.
Maybe it will be implemented. Maybe soon...  |
Maybe giant blimps made of chocolate will fly over the town I'm living in, and drop bombs of solid bacon upon us all.
Sad thing is, I've given up on AS, since we haven't had a new feature, or even a tweaking update for a few years. That said, this is a good idea.
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Cthulhu Ace
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Posted: May 8th, 2012 Post subject: Re: Hangars |
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Well, hostile takeover was updated two months ago.
Yeah, the hangar can be one level below, thus hidden.
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Iltsuger Veteran
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Posted: May 9th, 2012 Post subject: Re: Hangars |
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The locations thing I mentioned earlier, like merely allowing for alternate menu options when communicating with a given planet to create a different "instance", possibly mission based.
Would be a neat way to revitalize interest in this game for each of the long-time users here to design one of these alternate levels using an ASCII editor... then we get to see each of these places implemented, named after our screen names :)
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Cthulhu Ace
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Posted: May 9th, 2012 Post subject: Re: Hangars |
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You're saying we should design the levels?
We did something similar with the weapons-advertisements in the equipment shop. Kind of neat when you see a gun (knife in my case) that you yourself have designed.
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GLI Ace
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Posted: May 9th, 2012 Post subject: Re: Hangars |
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| Cthulhu wrote: | | You're saying we should design the levels? |
Don't forget about ships! We need more different ships, like mining vessels, with more upgrades.
IMHO capital ships should have more then one level. Especially big ones like Drayman, Paradigm, Kamekh...
But it means CK should make Game Editor Tool. And it means a lot of work...
OK! It could be done in "hard way" (e.g. in notepad or even "Quest Maker" drawing tool) but still we must to know limits for such design and how to made it usable for CK to make it easy to import "our designs". _________________ Genuine Lifelike Individual
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Lexus Veteran
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Posted: May 9th, 2012 Post subject: Re: Hangars |
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I'm all for resurrecting adding ships and such to AS, if we get something like that 'Game Editor Tool'.
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Christian Knudsen Administrator
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Posted: May 9th, 2012 Post subject: Re: Hangars |
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I'll try to get an overview of what base layouts are missing in the game. It would be very nice to get some help with finishing up the remaining parts of the game universe.
I'll also try to figure out the easiest way for you all to draw the layouts. Notepad won't work all that well, as the characters get all muddled up when imported into the code and the FreePascal IDE (which is basically what I use to 'draw' the layouts). The Quest Maker drawing tool might be useful, but I'll have to do some tests.
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