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Author Topic: Feature Requests  (Read 6790 times)

EsKa

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Re: Feature Requests
« Reply #15 on: May 02, 2015, 08:14:58 PM »

Quote
the "dodge" idea is worth considering, i think keeping weapon damage the same, if an xl weapon hits a fighter bye bye fighter, but maybe making a hit penalty for larger weapons hitting smaller ships?

How worthy is the idea isn't in question  :)

No promise, but I'll see if I can do a 'dirty' implementation before 1.0. The option will be in the editor for those who want to fiddle a bit with ship settings (but I am not going to use it myself, at least not right now).

Quote
with the ship cost i basically kept the cost in money roughly the same as the template i was using (since when your buying a ship you need to spend the money on equipment anyway) but the parts cost...
i took the value of parts (10k) multiplied it by 2 (since producing something is cheaper than buying) then i added the cost the the extra weapon/shields together and every 20k cost an extra part (off course i noticed that ships tended to use their maximum size and one step below, so i added both cost and divided by 2, used particle canons as a base)
with the remainder i did some weird calculation (i wont bore you with the details) involving shield cost and adding to armour/cargo space
not even sure if what i said made any sense... oh well, good luck deciphering it :D

Err...  If you wanted to prove me it need an "auto price" button, you just did it :)

Truth is, current prices are just "sort of" balanced, no formula. I have an average price, part count and supply cost for each class, and based on how strong/weak the ship seem compared to the average Joe (drath/sirak/human ships) i adjust the values accordingly.

Having designed the game, and having the ability to spawn ships with custom orders at will helps, for sure  :P


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kothyxaan

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Re: Feature Requests
« Reply #16 on: May 03, 2015, 07:49:00 AM »

yay! (x2)
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Fireball14

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Re: Feature Requests
« Reply #17 on: August 12, 2015, 01:42:28 AM »

Please add auto-save, just played around 1 hour, and game crashed. And guess when was last save...  :(

Edit:
Oh and another one thing came to my mind when i was creating new game. There is no option to create swarm for procedural sector, and there no option to disable jump drives.
« Last Edit: August 12, 2015, 03:07:56 AM by Fireball14 »
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EsKa

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Re: Feature Requests
« Reply #18 on: August 13, 2015, 07:37:52 AM »

Yes, auto save will be added in next release. It's already in place in my in-house version.

Disabling jumpdrive across the board will likely give an unfair advantage to the Nilith faction. But hey, why not.

There's no option the start with swarm territory, but that won't prevent it from appearing in the galaxy through special events. In general the procedural generation is in its infancy, more options and settings will be gradually added.

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Fireball14

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Re: Feature Requests
« Reply #19 on: August 13, 2015, 03:05:14 PM »

Thx will be waiting for update.

After playing around 40 hours, and building 90 system empire, i found three things that annoy me.

1) Military AI does not form strike groupes. For example a ship such as Battleship class needs to be escorted at least with 4 cruisers and hell of a lot of fighters to be effective. And AI just sends them all alone against pirates and swarms in no chance of winning.
2) Military bases are very weak! One base can not hold on it's own against one battleship with escort. There should be some upgrade or another structure that can defend capital sector against few battleship groups on its own, but it should cost a big pile of money (something like 10-15kk or more) and can only be build in capital sectors.
3) One thing i'm missing when flying battleship is full auto on my weapons with target tracking for cannons. Yeh sure there is an option for "Hostile targets" in ship settings, but most of time it doesn't shoot on hostiles on its own, and when it does, it just misses moving targets. Also a ship with 8 guns should try to hit more than one target.

Also one more suggestion:
I would like to see in game flagships. Huge ships with 15-20 XL slots on weapons and shields.
Maybe even upgradable. It starts as normal Battleship and as it kills more and more enemies, it becomes stronger and bigger. There should be only one of those for an empire. If it dies you need to rebuild it and start over.

PS Thx for making such a great game! 8)

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EsKa

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Re: Feature Requests
« Reply #20 on: August 14, 2015, 01:40:22 AM »

1) Yes, they don't form fleets when defending at the moment and it's a bit sad. I am working on it, though. Probably by promoting a few big military ships as "leaders" that would work similarly to pirate bosses.

2) Defensive structures are planned for a near future. Not the next update, but likely the one after.

3) Yes that's something i noticed too, and I agree but that's also a lot of maths (A time consuming activity for me). In other words i know it's a flaw, but I am not sure when I will get the time to improve this part.

And, a dreadnought class above the battleship is sort of planned (ship classes will see some changes in general soon)
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Fireball14

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Re: Feature Requests
« Reply #21 on: August 14, 2015, 04:27:23 PM »

3) Yes that's something i noticed too, and I agree but that's also a lot of maths (A time consuming activity for me). In other words i know it's a flaw, but I am not sure when I will get the time to improve this part.
Here you go =) From my game. Its on Unity but basicly Vector3 is a x,y,z position. And targetVelocity is a x,y,z direction vector with length that represents speed on each separate axis. Works both 3d and 2d.
Code: [Select]
float distance = Vector3.Distance(turretPos, targetPos); //distance in between in meters
float travelTime = distance/turretMuzzleVelocity; //time in seconds the shot would need to arrive at the target
Vector3 targetVelocity = target.GetComponent<Rigidbody>().velocity;
Vector3 aimPoint = target.position + targetVelocity * travelTime;
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Beric01

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Re: Feature Requests
« Reply #22 on: November 09, 2015, 02:14:41 AM »

Some sort of fleet system would be awesome. Not sure if you've played Distant Worlds, but I was thinking similar. I'd also like to be able to give AI options on a fleet - for example a roving military fleet, a trading fleet, etc.
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EsKa

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Re: Feature Requests
« Reply #23 on: November 09, 2015, 05:24:03 AM »

General combat, fleet leaders, drones and static defenses are on the menu of the next major update, a devlog on the subject will follow once the dust settles with 1.01
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r0flcopter

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Re: Feature Requests
« Reply #24 on: November 23, 2015, 11:23:13 AM »

Alright, so this isn't really a feature request per se but more of a general request.

I think it would be helpful for debugging issues if there were an archive with zip files of all previous Basic Edition releases. E.g., I wanted to double check when the falling letters bug first appeared on my machine but I'm not gonna install and uninstall several builds just for that (which btw is only even an option because I previously backed up all my deluxe installers).
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EsKa

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Re: Feature Requests
« Reply #25 on: November 25, 2015, 06:14:21 PM »

It may prove difficult as I haven't kept a record of previous versions myself.

Oldest package I have available is 1.1.0.1. I may (as in "maybe") be able to produce something that look like a 1.0.x version too as I'm pretty sure i haven't touched much of the data since then, but that would still be with a different compiler, meaning not exactly the same executable, hence not really helpful for any other purpose than satisfy curiosity.

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r0flcopter

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Re: Feature Requests
« Reply #26 on: November 26, 2015, 06:57:10 PM »

I see. In that case it's probably not worth the effort just to solve a single bug. But it might be something to keep in mind for the future - more of a "help us help you" kind of thing.

I guess this is also an appropriate time to give you kudos for responding so quickly to bug reports and requests. This is a really cool game and it's great to see it get better and better at such a rapid pace.
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Chaplinchap

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Re: Feature Requests
« Reply #27 on: December 02, 2015, 03:13:27 PM »

Just gonna post it here as well since it seems you haven't seen it on the other topic i started :).

When I am in free camera mode it would be GREAT if i could just double click on a factory to enter its "overview" (as empire and it's your own factory ofc).
Instead of having to open empire menu and find that specific factory or shipyard under assets. Even though i can toggle so it only shows factories it would be lot faster and easier if I had the option to just double click on the factory (when in free camera mode). Hope this is something that is possible and not to hard/time-consuming in terms of coding.
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EsKa

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Re: Feature Requests
« Reply #28 on: December 07, 2015, 11:58:17 PM »

@r0flcopter: Yes, it's a fair point. I will keep older versions (at least the basic ones) in a specific folder from now on.

@Chaplinchap: You got a positive answer regarding your question.

I do see and read all topics, don't worry. It's just that i do not necessarily have the time to answer to all the topics on the spot. The "suggestion" forum is low priority after major releases (1.1) as I am focused on the bug fixing part of things. Given that 1.106 seems to mostly hit the mark, here I am again :)

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Chaplinchap

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Re: Feature Requests
« Reply #29 on: December 08, 2015, 12:35:19 AM »

Okay sounds good :).
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