It was a big surprise that I was able to run the original archive withkcd.Spektor wrote:Right.jrb00001 wrote:It is written in Java, right? Why do you release only a Windows version? I use linux and I do not want to start a VM for a game which would otherwise be platform independent.
I've updated the archive - it should now contain jars as well.
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java -jar Server.exe
Yes, a in-system jump means dodging an entire salvo and also reassigning targeting for all weapons (yours also!). It does not have to be expensive, it has to take a long time. If a bigger ship needs more jump drives and engines, that would help balancing shields / evasion.Cog wrote:Having local, in-system jumps seems to offer an extremely powerful cloak-like effect that is repeatable and free (unless it costs fuel each time, which I think if it exists, it definitely should.) Getting to dodge an entire salvo with 100% evade rate is actually stronger than level 1 cloak, which cost 150 scrap, or required playing the Stealth ship, which had no shields. Cloak is so strong (even only adding 60% evade) that those ships are generally some of the best starting ships for expert players, because you can wait until they fire their first salvo then just dodge it and charge your weapons the whole time, take out their weapons room and take no damage.
If the jump drive takes about three minutes to recharge in a balanced design, that should not be possible. You could build a scout with only jump drives to escape within a single minute. You could also build a design with the focus on weapons / shields but then you would have to wait five minutes for a jump. A pre-charched jump drive must not be possible!Cog wrote:It also seems like it would be almost impossible to destroy most ships in any kind of a balanced scenario (where defenses are usually approximately equal to offense,) because with all your initial defenses up (shields, cloak, defense drones, etc,) your jump drive can charge and you can just jump away in a random direction that without special sensors maybe, would be impossible to follow. I guess if the AI doesn't make use of that kind of hit and run tactic then it might be fine (they generally don't in FTL, other than occasionally fleeing or if an AI ship, blowing up,) but PvP would enable trolling very easily. Fire a full salvo on somebody and immediately jump away with your pre-charged jump drive.
Great idea but it could be difficult to design a good 3d targeting interface. Maybe something like an on-ship teleporter would help with huge ships? The on-ship teleporter does not have a cooldown but requires two energy while active. It only allows to teleport to other active on-ship teleporters.Cog wrote:Another random thought: What about having an elevator and a multi-floor ship? There are a lot of different ship systems in the game already, and if you add in teleporters, cloak, jump drives, who knows what else, even large ship designs might run out of room space. I feel like one way you could limit the number of weapons is to have certain rooms be specifically colored/marked as weapon hard-points, where only weapons can be attached to those rooms. There could even be 1x1, 1x2 and 2x2 weapon hard-points. Maybe possible to upgrade (read: purchase at store) hardpoint upgrades?
I feel ships may run out of rooms because of all the systems available, if that isn't designed around.
I would like to have other system sizes. Maybe 1x1, 1x3, 2x3 and 3x3 for smaller ships and something like 8x8 or 10x10 for huge capital ships? Bigger systems should be more efficient than smaller systems because they can not be used to fill corners.
How can I save? And how can I shutdown the server correctly? C-c stops the server but it does not save the universe.
Do you have a bugtracker somewhere? I found the first bug: It is not possible to run the server in a headless environment.
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Exception in thread "main" java.awt.HeadlessException:
No X11 DISPLAY variable was set, but this program performed an operation which requires it.
at java.awt.GraphicsEnvironment.checkHeadless(GraphicsEnvironment.java:204)
at java.awt.Window.<init>(Window.java:536)
at java.awt.Frame.<init>(Frame.java:420)
at javax.swing.JFrame.<init>(JFrame.java:233)
at tk.spgames.spaceteamserver.GameServer.<init>(GameServer.java:146)
at tk.spgames.spaceteamserver.GameServer.main(GameServer.java:536)
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if(System.console() == null) {
showWindow();
}