Hurray! Another multiplayer clone project. :)

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Srul
Posts: 209
Joined: Wed Feb 17, 2016 7:32 pm

Re: Hurray! Another multiplayer clone project. :)

Post by Srul »

kcd.Spektor wrote:As for the CBT.

The first CBT will be this saturday.
Whoever can join this saturday please post
I'm ready to play anything if i have nothing to do, so i'll probably join.
PixelBrummagem
Posts: 3
Joined: Fri May 13, 2016 1:34 pm

Re: Hurray! Another multiplayer clone project. :)

Post by PixelBrummagem »

kcd.Spektor wrote: So let's move the CBT to Saturday, any time.
Galactix, Chickengames, Hak86, PixelBrummagem
Are you ok with Saturday?
I am busy for the majority of Saturday, unfortunately, but as I live in South Australia (UTC+9:30) I'll only be busy from around UTC 02:30-09:30 or so. Keep me updated, as I'll probably be able to join, but it depends on what time exactly.

All hail the Imperatus Empire! -First General PixelBrummagem
jrb00001
Posts: 201
Joined: Fri Jan 15, 2016 2:22 pm

Re: Hurray! Another multiplayer clone project. :)

Post by jrb00001 »

kcd.Spektor wrote:As for the CBT.

The first CBT will be this saturday.
Whoever can join this saturday please post,
So far it's only JRB.

If you can't make it this saturday, then you will have a chance to join the next CBT.
Because I plan to have several of them anyway - to ballance the scenario a bit.
And at which exact time do you want to start? Later than 10:00 UTC would be great but earlier should also be possible.
PixelBrummagem wrote:All hail the Imperatus Empire! -First General PixelBrummagem
There is a typo, isn't it?
All hate the Imperatus Empire! :D
PixelBrummagem
Posts: 3
Joined: Fri May 13, 2016 1:34 pm

Re: Hurray! Another multiplayer clone project. :)

Post by PixelBrummagem »

jrb00001 wrote:All hate the Imperatus Empire! :D
You feelin' lucky, punk? Cause I ain't feelin' generous!

ALL HAIL THE IMPERATUS EMPIRE!
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mr_easy_money
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Re: Hurray! Another multiplayer clone project. :)

Post by mr_easy_money »

PixelBrummagem wrote:You feelin' lucky, punk?
Go ahead, make my day.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Small update:

I just finished a solo run of the scenario with minimal random events - basically only random pirate ship encounters.
I had 4 Repair bots in my ship crew.

It was quite fun - finally reaching the final boss of the scenario :)

And guess what (I almost got him) :D
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kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Here's another update:

1. I've noticed that as a player I don't pay attention to the amount of energy that I have stored in the ship's capacitor.
I don't really care if I have a battery system installed or not.
And I don't care much if my overall power consumption is higher than the total output of my reactors.
2. So I've decided to add a new feature.
When the current consumption is higher than the total output, (it means that now, you are consuming power from the capacitor) you will now see a warning message on the screen. Power grid overload.
Once the capacitor is empty, not only some of your systems will stop charging, (as it is right now) but also your reactors will start taking damage.
And you will see another warning message. Reactors critical!
This way there will be less urge to install 100 weapons without providing a good power source first. ;)

How do you like this idea?

3. CBT is tomorrow. I am thinking on starting arround 10-11AM UCT.
Is everyone ok with this time?
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Srul
Posts: 209
Joined: Wed Feb 17, 2016 7:32 pm

Re: Hurray! Another multiplayer clone project. :)

Post by Srul »

kcd.Spektor wrote: 1. I've noticed that as a player I don't pay attention to the amount of energy that I have stored in the ship's capacitor.
I don't really care if I have a battery system installed or not.
And I don't care much if my overall power consumption is higher than the total output of my reactors.
2. So I've decided to add a new feature.
When the current consumption is higher than the total output, (it means that now, you are consuming power from the capacitor) you will now see a warning message on the screen. Power grid overload.
Once the capacitor is empty, not only some of your systems will stop charging, (as it is right now) but also your reactors will start taking damage.
And you will see another warning message. Reactors critical!
This way there will be less urge to install 100 weapons without providing a good power source first. ;)

How do you like this idea?
Kinda good idea, but how much time will it take to kill a reactor like so?
kcd.Spektor wrote:3. CBT is tomorrow. I am thinking on starting arround 10-11AM UCT.
Is everyone ok with this time?
I can only come at 12AM UTC, got some work to do.
kcd.Spektor
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Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Srul wrote: Kinda good idea, but how much time will it take to kill a reactor like so?
The damage that is dealt per server tick is configurable in the server cfg file. for now I set default value to 1, so it's 40 dmg per sec.
And then it all depends on how much health does your reactor have.
Right now Falcon's reactor lvl 1 has 3000 hp - so that's 75sec to kill the reactor.
I'll balance it once we try it out.
I can only come at 12AM UTC, got some work to do.
12AM UCT is also ok with me.

Everyone else?
JRB, PixelBrummagem, TehBobo, HAK86, Galactix, Chickengames?
Last edited by kcd.Spektor on Fri Sep 23, 2016 9:09 am, edited 1 time in total.
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Post by Hak86 »

kcd.Spektor wrote:
I can only come at 12AM UTC, got some work to do.
12AM UCT is also ok with me.

Everyone else?
JRB, PixelBrummagem, TehBobo, HAK86?
I cannot, if it was a couple of hours earlier maybe or right now...
This is a bad signature. :|
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