Brain Storming - Jan 15th, 06

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RCK
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Brain Storming - Jan 15th, 06

Post by RCK »

[21:06] <EstoyLoco> what i would do is a trader, hunter, raider
[21:06] <EstoyLoco> free ship but who cares
[21:06] <Kahless-AFK-Sleep> column a should just be free ship and such
[21:06] <EstoyLoco> basic free ship
[21:07] <Kahless-AFK-Sleep> stoy - i basically am basing free ships on this list by free ships on the smr list lol
[21:07] <Kahless-AFK-Sleep> about /2 - /3 defense
[21:07] <Kahless-AFK-Sleep> 7-9 speed
[21:07] <Kahless-AFK-Sleep> bit below average manuv
[21:08] <RCK|excel-brb> hmm, okay wtf are these percentages for? (this sheet has to many random things :P)
[21:08] <Kahless-AFK-Sleep> wow..there is a whole other section there..i forgot about that
[21:08] <EstoyLoco> 1 : holds 2: utility 3: Armor 4: Hit point 5: CDs+illusion 6: Cloak 7: speed 8: Jump drives
[21:08] <Kahless-AFK-Sleep> lol
[21:09] <EstoyLoco> something like that as races.. utility exampla can have trader but trader wont be as efficient at the hold race duh..
[21:09] <Kahless-AFK-Sleep> i think..those percentages are when they are simulated in head to head fights?
[21:09] <Kahless-AFK-Sleep> lol
[21:09] <EstoyLoco> trader which high defense less holds for the armor race
[21:10] <Curufir> What do you guys think about making weapons not hit for 100% damage all the time?
[21:10] <RCK|excel-brb> would be cool if they where more random....
[21:10] <Kahless-AFK-Sleep> yea..
[21:10] <RCK|excel-brb> instead of either u hit or miss
[21:10] <Curufir> Makes giving a solid difference between levels if they don't always hit 100%
[21:10] <Curufir> *easier
[21:10] <RCK|excel-brb> aye
[21:10] <RCK|excel-brb> I like it
[21:11] <Kahless-AFK-Sleep> so sort of treat em like drones?
[21:11] <Curufir> So say a lvl 1 vs lvl 50 might only hit for 50 damage on a poor shot, even with a nuke.
[21:11] <Curufir> Pretty much Kah, yes.
[21:12] <Curufir> So there'd be a roll to see if the weapon hit or not (Probably higher than in SMR), then a roll to see how good a shot it was (Did it just clip a wing or something)
[21:13] <Kahless-AFK-Sleep> sounds good
[21:13] <Curufir> So you'd wind up with the damage you're causing being the significant factor, not the hit/miss
[21:13] <EstoyLoco> you want weaps to hit a random hit?
[21:13] <Curufir> Yeah.
[21:13] <EstoyLoco> why not put range?
[21:13] <RCK|excel-brb> wow
[21:13] <RCK|excel-brb> that almost makes me sick :P
[21:13] <EstoyLoco> 80-120 damage
[21:14] <EstoyLoco> so you get a wepo 90-100 and one 75-120 .. give you the choice ;)
[21:14] * RCK|excel-brb removes colours from excel sheet :P
[21:14] <EstoyLoco> cauz you cannot put range 0-300
[21:14] <Curufir> There's a massive problem with them hitting 100% all the time. Over the 30 or 40 weapon rolls for an average combat there just isn't time for the difference in levels to be significant
[21:14] <Curufir> Well it'd be a range Stoy.
[21:14] <EstoyLoco> but Cufi
[21:14] <EstoyLoco> how does level accuracy work atm^
[21:14] <EstoyLoco> ?
[21:15] <EstoyLoco> how does level influence accuracy at the moment^
[21:15] <EstoyLoco> ?
[21:15] <EstoyLoco> cauz i got a proposition..
[21:15] <Curufir> Far as I'm concerned it doesn't work, but the equation just affects the accuracy.
[21:15] <Kahless-AFK-Sleep> lol..it barely does
[21:15] <EstoyLoco> i would put.. 50% + your level - other's level
[21:16] <EstoyLoco> so 30 vs 20 would be a 60% hit vs 40% hit
[21:16] <EstoyLoco> a lvl 40 on 10 would be 80% vs 20%
[21:16] <EstoyLoco> equal would be 50% on 50%
[21:16] <RCK|excel-brb> oh god.. anx and orca are going to rule us all... ;)
[21:16] <EstoyLoco> well they get the XP man
[21:16] <Curufir> lol
[21:17] <EstoyLoco> they dont get it for nothing.. they would own you more
[21:17] <EstoyLoco> if they stop trading
[21:17] <Curufir> Wouldn't mind splitting trade and combat xp into their own thing.
[21:17] <EstoyLoco> and hunt at 10k till end of game
[21:17] <RCK|excel-brb> hmm, not sure how that would work Curu
[21:18] <RCK|excel-brb> atm i hate that i loose like 15k exp when i die.. but only gain 1k exp when i kill someone :P
[21:18] <RCK|excel-brb> but.. imo it is the right formula..
[21:18] <RCK|excel-brb> but i still hate it :P
[21:18] <EstoyLoco> well
[21:18] <Curufir> Hehe. Well it was just a thought.
[21:19] <RCK|excel-brb> would be an interesting idea.. but i donno how u'd do it..
[21:19] * Kahless-AFK-Sleep is fearing having to learn how to play this new game ;)
[21:19] <EstoyLoco> should gain something like (EXP lost / 2) * your xp / their XP
[21:20] <EstoyLoco> sorry their lvl / your lvl
[21:20] <RCK|excel-brb> lol
[21:20] <RCK|excel-brb> Kah, we'll all have 1 up on everyone else ;)
[21:20] <EstoyLoco> if you kill a speefy you gain like 65k
[21:21] <RCK|excel-brb> we'll become the elite ;)
[21:21] <EstoyLoco> but if you kill a sucky you gain nothing or almost
[21:21] <RCK|excel-brb> aye
[21:21] <EstoyLoco> we can play with the EXP lost divide by factore
[21:21] <RCK|excel-brb> might stop ppl from killing newbies..
[21:21] <EstoyLoco> factor*
[21:21] <RCK|excel-brb> cept those newbies that carry 10mil on them :)
[21:21] <EstoyLoco> we should even put negative %
[21:21] <Kahless-AFK-Sleep> nah..we'll still be noob and everyone will laugh at us cause we helped with building it..and still suck
[21:21] <Kahless-AFK-Sleep> =)
[21:21] <RCK|excel-brb> Kah, lol
[21:22] <RCK|excel-brb> know the problem with having alot of different passwords?
[21:22] <RCK|excel-brb> i never remember which is which :)
[21:22] <EstoyLoco> if they kill too low lvl compared to their lvl they loose a %
[21:22] <Kahless-AFK-Sleep> heh
[21:22] <RCK|excel-brb> hmm, now that would be scary...
[21:22] <Kahless-AFK-Sleep> i have 3 password..which is good..cause most places give you 3 attempts before they block your IP ffor 24 hours lol
[21:22] <Curufir> Hmm. So what if you traded to Spooky, then killed someone who'd been hunting all game. Not really fair.
[21:22] <RCK|excel-brb> cept what about those ppl that like mine gals etc...
[21:23] <EstoyLoco> indeed
[21:23] <EstoyLoco> but
[21:23] <EstoyLoco> can take away 10 lvls to the person dying
[21:23] <EstoyLoco> if the person has 5 kills
[21:23] <EstoyLoco> you only take out 5 lvl
[21:23] <Kahless-AFK-Sleep> well i dunno..but i dont think making people get less xp for killing n00bs is going to stop em
[21:23] <EstoyLoco> if they have 10 kills over you dont take out lvl
[21:23] <EstoyLoco> something like that
[21:23] <Kahless-AFK-Sleep> look at smor..he killed some many noobs this round
[21:23] <EstoyLoco> what you think?
[21:24] <Kahless-AFK-Sleep> and gained very little
[21:24] <Kahless-AFK-Sleep> but still killed em
[21:24] <EstoyLoco> well if he was loosing 100k
[21:24] <EstoyLoco> xp for killing some
[21:24] <EstoyLoco> lets say after killing 15 lvls lower than you you start loosing XP
[21:25] <RCK|excel-brb> that might work..
[21:25] <RCK|excel-brb> less ur spooky...
[21:25] <EstoyLoco> but
[21:25] <RCK|excel-brb> then u gotta problem
[21:25] <Kahless-AFK-Sleep> lol
[21:25] <EstoyLoco> if the person has 10 kills it goes to 25 lvl lower
[21:25] <Kahless-AFK-Sleep> then orca couldnt kill many people =)
[21:25] <EstoyLoco> lol
[21:25] <EstoyLoco> well he can
[21:25] <EstoyLoco> just would loose XP if he kills too many newbies
[21:25] <EstoyLoco> i dont wanna discourage hunter of getting high XP
[21:26] <EstoyLoco> by time he reaches lvl 40 and allow to kill lvl 25 and up most will have lvl 25 or more than 15 kills..
[21:26] <EstoyLoco> i say most..
[21:26] <Kahless-AFK-Sleep> well..he is lvl 44
[21:26] <EstoyLoco> if they dont
[21:26] <Kahless-AFK-Sleep> so if he killed a lvl 29 he would lose xp
[21:26] <EstoyLoco> have 10 kills or lvl 25 they are often newer players
[21:26] <EstoyLoco> or utility]
[21:27] <EstoyLoco> and he deserve loosing XP for killing newer players
[21:27] <Kahless-AFK-Sleep> lvl 29 isnt a new player =)
[21:27] <EstoyLoco> cannot do much about utility cept put a mines bought
[21:27] <Curufir> That's the thing though isn't it. Low XP does not really indicate a newbie.
[21:27] <EstoyLoco> well if he kills a lvl 29 who has no kill then man i cannot do much
[21:27] <RCK|excel-brb> hmm we talking 10 kills in the current game? or ever?
[21:27] <EstoyLoco> can put the limit to 20 under
[21:27] <EstoyLoco> 10 kills current game
[21:27] <Curufir> Half the vet players in the game have under 50k xp
[21:28] <RCK|excel-brb> cause everyonedies :)
[21:28] <Kahless-AFK-Sleep> very true hehe
[21:28] <EstoyLoco> neway
[21:28] <Kahless-AFK-Sleep> except for me =) i am the exception to the rule ;)
[21:28] <EstoyLoco> we dont work on 2-3 ppl cases
[21:28] <EstoyLoco> we work to protect newbs
[21:28] <EstoyLoco> there is a way of doing it
[21:28] <RCK|excel-brb> yah but still...
[21:28] <EstoyLoco> putting restrictions
[21:28] <RCK|excel-brb> u look at rankings right now...
[21:28] <EstoyLoco> its XP gained in game
[21:28] <Curufir> What might be easier is flagging someone as a newbie based on how much time they've spent in the game.
[21:28] <EstoyLoco> not XP they have
[21:29] <Kahless-AFK-Sleep> whats really wrong with the formula we have now?
[21:29] <RCK|excel-brb> only 29 ppl hav 10 or more kills...
[21:29] <Kahless-AFK-Sleep> low exp person kills high xp person, they get lotsa xp, other loses lotsa xp
[21:29] <Kahless-AFK-Sleep> high xp person kills low exp person, high person gets very little, low person doesnt lose much
[21:29] <EstoyLoco> nah
[21:29] <RCK|excel-brb> yah but there is no benifit from killing someone at ur own level
[21:29] <Curufir> Just difficult to tell who's a newbie or not Kah. Some of those fledglings are actually real newbies who've just traded to much and are getting nailed by the vets.
[21:29] <EstoyLoco> they only get XP lost divide by a multiplier
[21:30] <Kahless-AFK-Sleep> i know cufi..i suggested a while ago we bump the fledgling xp limit up to 100-150k
[21:30] <EstoyLoco> or we can make it so when you kill someone under lvl 15 that has 0 kills
[21:30] <EstoyLoco> and you got 10 levels above him
[21:30] <Kahless-AFK-Sleep> then they could play a whole game safely
[21:31] <EstoyLoco> or kill someone with 14 lvl and 1 kill
[21:31] <EstoyLoco> lvl 13 with 2 kills
[21:31] <EstoyLoco> and you lvl 25 up
[21:31] <RCK|excel-brb> Okay here is the "reconfigured" ship list ;)
[21:31] <EstoyLoco> etc
[21:31] <RCK|excel-brb> http://www.smrworld.com\shiplist.xls
[21:31] * Retrieving #alpha modes...
[21:31] <Kahless-AFK-Sleep> one think in new sm that interested me is kill levels..you all seen those?
[21:31] <Curufir> Nah. I got 4 kills my whole time at shareplay in vet. I'd still be counted as newb even though I had something ridiculous in xp terms.
[21:31] <Kahless-AFK-Sleep> plus they have a rookie system
[21:31] <EstoyLoco> TDZK has kill level average
[21:31] <Kahless-AFK-Sleep> if you kill a rookie you get no exp and no kill lvl
[21:31] <EstoyLoco> SM
[21:31] <EstoyLoco> i agree on have a kill level average
[21:32] <Kahless-AFK-Sleep> and no cash
[21:32] <Kahless-AFK-Sleep> so there is no benefit..although strangely enough people still kill rookies lol
[21:32] <Curufir> Kill level average?
[21:32] <RCK|excel-brb> Kah, go dl new ship list tell me what u think :P
[21:33] <EstoyLoco> means you get an average of the lvl killed
[21:33] <Curufir> Hmm. Well it needs some thought. It's obvious the current system really isn't helping the newbies out enough.
[21:33] <Kahless-AFK-Sleep> much neater =)
[21:33] <RCK|excel-brb> thanks :)
[21:34] <Kahless-AFK-Sleep> hell..lets fine people cash for killing rookie players =)
[21:34] <Curufir> They spend their first few thousand terms trading blissfully without any newbie hunters then hit fledgling and BOOM, they're cannonfodder.
[21:34] <Kahless-AFK-Sleep> and the fine goes to the newbie
[21:34] <Kahless-AFK-Sleep> to buy new ship hehe
[21:34] <EstoyLoco> and i want a adopt a newbie program for beginning of SMR2
[21:34] <EstoyLoco> i insist on that
[21:35] <Curufir> I think we either need newbie games again, or to mix the newbies into the full game a little better.
[21:35] <RCK|excel-brb> hmmm
[21:35] <EstoyLoco> we do and for now as lack of newbies
[21:35] <EstoyLoco> i go for a adopt a newbie
[21:35] <RCK|excel-brb> might work..
[21:35] <EstoyLoco> eventually have newbie games
[21:35] <EstoyLoco> or could try em
[21:35] <EstoyLoco> and see whats up
[21:35] <RCK|excel-brb> but how would that work anyway?
[21:36] <EstoyLoco> vets and newbies have to both enter name of the newb and vet in their screen (somewhere)
[21:36] <Kahless-AFK-Sleep> well..if we want to mix em into the game better..how getting rid of the whole you cant see n00bies in racials..and let us fire on them...but really really hamper our ability to do so..like accruacy drops heaps or something..
[21:36] <Curufir> Problem there is vet involvment. The race alliances really haven't worked very well.
[21:36] <EstoyLoco> then vet gets extra turns per XP the newbie gain and per kill the newb get
[21:36] <Curufir> That's what I was thinking Kah. I don't like the non-appearing newbies
[21:36] <EstoyLoco> well
[21:36] <EstoyLoco> race alliance didn't work
[21:36] <EstoyLoco> cauz they are not setup the right way
[21:36] <EstoyLoco> we have to set em up before game too
[21:37] <EstoyLoco> see alliance made newbie alliances
[21:37] <EstoyLoco> and they are working well
[21:37] <RCK|excel-brb> aye
[21:37] <Kahless-AFK-Sleep> most newbs dont even know that hunters exist lol
[21:37] <EstoyLoco> i picked up 4 newbs for the heck this round
[21:37] <RCK|excel-brb> seems to be the best thing atm
[21:37] <EstoyLoco> and they play
[21:37] <Curufir> A lot of those "newbie" alliances have a whole bunch of vet players in them
[21:37] <EstoyLoco> so
[21:37] <EstoyLoco> yes
[21:37] <EstoyLoco> but if we give vets extra turns to teach newbs
[21:37] <EstoyLoco> they will
[21:37] <EstoyLoco> if we establish a system dot they will
[21:37] <EstoyLoco> and the newbie having support will
[21:38] <EstoyLoco> stay
[21:38] <EstoyLoco> or more chances
[21:38] <EstoyLoco> WAY more chances
[21:38] <Kahless-AFK-Sleep> hmmm..one thing we have to remember is..we are all going to be newbie status when smr2 starts right?
[21:38] <EstoyLoco> vets would msg any new player
[21:38] <EstoyLoco> and say hey need help
[21:38] <EstoyLoco> no
[21:38] <Curufir> Hmm. Have you heard the moaning about Ard's Newbie Help Leader even trading. Giving out turns for helping newbies is likely to open a whole can of worms.
[21:38] <EstoyLoco> automatic vet status to all who ask and all we judge are vets :)
[21:38] <EstoyLoco> you need turns to train?
[21:38] <RCK|excel-brb> lol
[21:39] <EstoyLoco> giving out turns to main accounts
[21:39] <RCK|excel-brb> hmmm, yah the whole ard thing did cause some problems..
[21:39] <EstoyLoco> like 1 turn per 1k of XP
[21:39] <EstoyLoco> 3 turns per kill
[21:39] <EstoyLoco> something like that
[21:39] <RCK|excel-brb> but how often would u get that though?
[21:39] <EstoyLoco> i dunno
[21:39] <EstoyLoco> somethign balanced
[21:39] <EstoyLoco> up to 2 newbs each vet
[21:39] <RCK|excel-brb> it would have to be a daily or weekly thing...
[21:39] <EstoyLoco> or a reasonnable amount
[21:39] <EstoyLoco> it has to be worked arond
[21:40] <EstoyLoco> but you get the main idea
[21:40] <EstoyLoco> now it has to be balanced
[21:40] <Curufir> Hmm
[21:40] <EstoyLoco> and will have to be managed too by admins
[21:40] <RCK|excel-brb> great...
[21:40] <RCK|excel-brb> now we're going to need active admins :P
[21:41] <RCK|excel-brb> thats asking a lil much :)
[21:41] <Curufir> Active admins and active vets. In a perfect world it'd work, but I'm not convinced it would in the real one.
[21:41] <EstoyLoco> well
[21:41] <EstoyLoco> dude
[21:41] <EstoyLoco> newbies will quit
[21:41] <EstoyLoco> if vet dont support
[21:42] <EstoyLoco> its just mentorships
[21:42] <EstoyLoco> and i mean
[21:42] <EstoyLoco> i got attached to newbs i teach this round
[21:42] <EstoyLoco> i care about them suceeding and i earn nothing from it
[21:44] <Curufir> Who exactly is going to mentor them? If it's any vet then they can just sign up a coupla newbies and forget about them the whole game, getting free turns from the newbies efforts (Don't think someone wouldn't do it).
[21:44] <Curufir> If it's only "admin certified" vets then there aren't gonna be enough to go around the newbies.
[21:44] <RCK|excel-brb> hmmm
[21:44] <Curufir> What happens to the newbies that don't get mentored.
[21:44] <EstoyLoco> they can
[21:44] <EstoyLoco> but do newbie stay?
[21:45] <EstoyLoco> my point is i want more player base
[21:45] <EstoyLoco> so whoever joins
[21:45] <EstoyLoco> and keep playing
[21:45] <EstoyLoco> i dont give a :D
[21:45] <EstoyLoco> as long as they play no?
[21:45] <RCK|excel-brb> what if the newbie had to use "x" turns or spend "x" time online on a weekly basis or something.. or they get dropped
[21:45] <EstoyLoco> newbies dont get mentored will do like they do now will be in newb alliance
[21:45] <Curufir> We all want the newbies to stick around Stoy.
[21:45] <EstoyLoco> exactly
[21:46] <EstoyLoco> we need to motivate players.. into helping us
[21:46] <EstoyLoco> and way to motivate is by turns..
[21:46] <EstoyLoco> if you have better way i'm listening ;)
[21:46] <EstoyLoco> but best i found ;)
[21:47] <RCK|excel-brb> Guys? u think 5 ships is enough per race?
[21:47] <Curufir> I think one ship is enough per race
[21:47] <Curufir> :)
[21:47] <RCK|excel-brb> lol
[21:47] <RCK|excel-brb> u just dont wanna code it :P
[21:47] <Curufir> In fact, give them all the same ship :)
[21:47] <RCK|excel-brb> SMS's? ;)
[21:47] <Curufir> The One-Size-Fits-All-Newbie-Vet-Merchant-Combat-Vessel
[21:48] <RCK|excel-brb> lol
[21:49] <Curufir> Hmm. Think we need some links from the game into the manual. Maybe leave little ? marks all over the place that link directly to the right page in the manual.
[21:50] <RCK|excel-brb> would be a good idea
[21:52] <Kahless-AFK-Sleep> curu - i just had a good idea
[21:52] <Kahless-AFK-Sleep> you know how you want to give people xp for building planets?
[21:53] <Kahless-AFK-Sleep> can we make it so only utility chips can acctually build?
[21:53] <Kahless-AFK-Sleep> so you need a bunch of active utility ships or else you planets wont build?
[21:53] <Curufir> Interesting idea
[21:53] <RCK|excel-brb> might be an idea...
[21:54] <Kahless-AFK-Sleep> and if only some races have utility ships, then there is increased demand on them
[21:54] <Curufir> Could even take it further, force ships to remain on planet until the construction is done.
[21:55] <RCK|excel-brb> ahh.. now thats an idea :P
[21:55] <Curufir> The ship constructs the generator/whatever.
[21:55] <Kahless-AFK-Sleep> hmm...well..that would depends on how many planets were in a galaxy
[21:55] * RCK|excel-brb is now known as RCK
[21:55] <Curufir> Would certainly make building low level planets a lot scarier
[21:55] <RCK> aye
[21:55] <Kahless-AFK-Sleep> 10 planets = 10 utils..out of 30 people..that would be fun =)
[21:55] <RCK> would be interesting to say the least
[21:56] <RCK> u'd have to manage your players alot better
[21:56] <Curufir> Plus it makes it a whole lot more difficult to build a lot of very high level planets
[21:56] <Kahless-AFK-Sleep> i dunno about you though...that would make being a planet builder hella boring
[21:56] <Kahless-AFK-Sleep> come on and hit 1 button hen wait 2 hours
[21:56] <Kahless-AFK-Sleep> and come on and hit it again
[21:56] <Curufir> Nah, you'd do other stuff first, then log off at the planet
[21:56] <Kahless-AFK-Sleep> heh
[21:57] <Kahless-AFK-Sleep> could be interesting..but atleast i would like to see a restriction on who can build
[21:57] <Kahless-AFK-Sleep> =)
[21:57] <Kahless-AFK-Sleep> we could have a building race..where all their ships are build capable
[21:57] <Curufir> Wouldn't mind extending planets a bit anyway. Docking stations (How many ships can be landed). Repair stations (Repair ship damage without UNO over time), etc.
[21:58] <Curufir> Orbital Defense Platforms for the seriously wealthy who have nothing left to build.
[21:58] <RCK> Repair would be nice
[21:58] <RCK> ODP's also nice
[21:59] * BOB (george@ppp-70-226-131-36.dsl.mdsnwi.ameritech.net) has left #alpha
[22:00] <Curufir> Hmm. Compromise. Build ships can transport "fabrication units". Each unit is a self contained thing to fabricate a specific type of structure.
[22:00] <RCK> hmmm...
[22:00] <EstoyLoco> true
[22:00] <EstoyLoco> population? :p
[22:00] <EstoyLoco> put population in fabrics to built faster buildings
[22:00] <EstoyLoco> or to turrets
[22:00] <EstoyLoco> for more accuracy ;P
[22:01] <RCK> nice :P
[22:01] <Curufir> Hehe. How many stormtroopers can a cap ship carry :)
[22:01] <RCK> lol
[22:01] <RCK> sure add another category to our ship list..
[22:01] <RCK> Soliders
[22:02] <Curufir> Ships to bust the planet's defences, then ground forces to actually capture the planet.
[22:02] <Curufir> Think that's drifting too far from SMR though.
[22:02] <RCK> possible..
[22:02] <RCK> save that for SMR3 ;)
[22:02] <Curufir> lol
[22:02] <Curufir> Yes, the full 3d SMR
[22:03] <RCK> hehe ;)
[22:04] <Curufir> Planets can wait a while anyhow. I'd prefer to concentrate on the ships, weapons and ship to ship combat right now.
[22:04] <RCK> aye
[22:04] <RCK> hmm weapons..
[22:04] <Curufir> Also any fun equipment you can think up
[22:04] <RCK> we're going to need new weapons
[22:04] <EstoyLoco> we should have ships to bring population
[22:04] <EstoyLoco> from FED hq
[22:04] <EstoyLoco> to planets
[22:05] <EstoyLoco> on utility ships
[22:05] <Kahless-AFK-Sleep> weapons are going to be difficult lol
[22:05] <EstoyLoco> so we can carry population :)
[22:05] <RCK> for what purpose?
[22:05] <Curufir> Making babies
[22:05] <EstoyLoco> lol
[22:05] <RCK> lol
[22:05] <Curufir> Gotta get those slaves from somewhere
[22:05] <EstoyLoco> but alliance could have a power by population ;)
[22:05] <Kahless-AFK-Sleep> there is the passenger thing you wanted curu =)
[22:05] <Kahless-AFK-Sleep> colonists from fed hq lol
[22:05] <RCK> hmm, passenger thing is an idea..
[22:06] <Kahless-AFK-Sleep> we can relocate refugees ;)
[22:06] <RCK> but they need a purpose
[22:06] <EstoyLoco> well
[22:06] <EstoyLoco> like i said
[22:06] <EstoyLoco> planets
[22:06] <EstoyLoco> you need population to get accuracy
[22:06] <EstoyLoco> etc
[22:06] <RCK> ACC is already what 90% on a lvl 70?
[22:06] <Curufir> I'd like to revamp the power thing too. Instead of 1 lvl 5, 2 lvl 4, 3 lv 3 I think it might be simpler to just give them a power and the ships a max power and let them figure out a combination for themselves
[22:06] <EstoyLoco> maybe put population on your ship
[22:06] <EstoyLoco> to get extra accuracy
[22:06] <EstoyLoco> put importance to planets
[22:06] <Curufir> Passenger thing again. Hire gunners for your cap ships :)
[22:07] <EstoyLoco> as population come from planets
[22:07] <RCK> GUNNER POSITIONS?
[22:07] <RCK> blah..
[22:07] <EstoyLoco> you need planets
[22:07] <Curufir> lol
[22:07] <EstoyLoco> and give advantage on ship when you carry em
[22:07] * EstoyLoco (jiefc@21Cust159.tnt4.montreal.qb.da.uu.net) has left #alpha
[22:07] <Kahless-AFK-Sleep> lol
[22:07] <RCK> hmm, Curu i like the whole ship has "x" power.
[22:07] <RCK> and u can conf based on that
[22:07] <RCK> so if i wanted 2 nukes i could have 2 nukes :P
[22:08] -TriForce.irc.VJTD3.com:@#alpha- ChanServ invited EstoyLoco into channel #alpha
[22:08] * EstoyLoco (jiefc@21Cust159.tnt4.montreal.qb.da.uu.net) has joined #alpha
[22:08] <Kahless-AFK-Sleep> so you can sort of say, dont want a lvl 5, so i will grab 2lvl 4's instead
[22:08] <Curufir> Yup. Pretty crappy config, but you could have two nukes
[22:08] * ChanServ sets mode: +o EstoyLoco
[22:08] <RCK> wb Estoy :)
[22:08] <EstoyLoco> thx
[22:08] <RCK> it was just what came to mind :P
[22:08] <EstoyLoco> i will be afk finishing homework
[22:08] <RCK> hehe :)
[22:08] <RCK> okay
[22:09] <Curufir> Also mount type. So a weapon would be X shield damage, X armour damage, X power, X mount type.
[22:09] <RCK> mount type being?
[22:09] <Curufir> Point of that is so that big planet busting weapons could be restricted to large cap ships.
[22:09] <RCK> ahhh
[22:09] <RCK> Lite/Med/Heavy kinda idea
[22:09] <Curufir> So an IST couldn't get the uber-cannon that's designed for blowing up planetary shields, etc
[22:10] <Curufir> Yup
[22:10] <Kahless-AFK-Sleep> uhuh..me and OR had something like that going..but came up with a complicated ass system =)
[22:10] <RCK> lol
[22:10] <RCK> screw u and ur complications :)
[22:10] <Kahless-AFK-Sleep> numbers 1-7, letters A-F =)
[22:10] <Curufir> Think it was OR that mentioned it to me.
[22:10] <Kahless-AFK-Sleep> Target Maneuverability
[22:10] <Kahless-AFK-Sleep> High 1
[22:10] <Kahless-AFK-Sleep> 2
[22:10] <Kahless-AFK-Sleep> 3
[22:10] <Kahless-AFK-Sleep> 4
[22:10] <Kahless-AFK-Sleep> Low 5
[22:10] <EstoyLoco> we need that
[22:10] <EstoyLoco> and
[22:10] <Kahless-AFK-Sleep> None 6
[22:10] <Kahless-AFK-Sleep> Grade
[22:10] <Kahless-AFK-Sleep> Good A
[22:10] <Kahless-AFK-Sleep> B
[22:10] <Kahless-AFK-Sleep> C
[22:10] <Kahless-AFK-Sleep> D
[22:10] <Kahless-AFK-Sleep> E
[22:10] <RCK> why u start as 1 being high and 6 being low i donno :P
[22:10] <Kahless-AFK-Sleep> Poor F
[22:10] <EstoyLoco> I would put forces damage too
[22:11] <EstoyLoco> weapons should have different damage for sheild-amor and forces
[22:11] <EstoyLoco> same for Siege
[22:11] <EstoyLoco> raiding
[22:11] <EstoyLoco> so
[22:11] <Kahless-AFK-Sleep> so a 1A his deisgned for highly manuverable ships..and its the best type
[22:11] <EstoyLoco> a bird would either be made to hit planet-ports or ships
[22:11] <EstoyLoco> requires more organisation for ops
[22:11] <Curufir> Good point. Why can a laser hit more than one drone per shot? You can understand for missiles that have a blast radius, but a laser?
[22:11] <Kahless-AFK-Sleep> interceptors and hunters can use them..
[22:11] <Kahless-AFK-Sleep> but big busters can only use crappy 1's
[22:11] <EstoyLoco> exact Curu
[22:11] <Kahless-AFK-Sleep> like 1F's
[22:12] <EstoyLoco> and on your ship
[22:12] <Kahless-AFK-Sleep> so they stuggle to fight of interceptors =)
[22:12] <Curufir> So a weapon would be X shield damage, X armour damage, X blast radius, X power, X mount type, X accuracy.
[22:12] <EstoyLoco> if you wanna kill trader you get specific guns
[22:12] <Kahless-AFK-Sleep> but they can handle big 6A's
[22:12] <EstoyLoco> if you want to kill FUs you need to kill 30 drones
[22:12] <Kahless-AFK-Sleep> which are the mega planet busting guns =)
[22:12] <EstoyLoco> + armor and sheild
[22:12] <EstoyLoco> it makes your hunting more selective
[22:12] <EstoyLoco> someone could wack ITMS in 2 shots
[22:12] <EstoyLoco> without risk
[22:13] <EstoyLoco> when someone else would get wack in the same ship if they dont have good weapons
[22:13] <EstoyLoco> for this type
[22:13] <EstoyLoco> bring a tactical choices in this
[22:13] <Curufir> If we're doing that then drones are outside the shields
[22:13] <EstoyLoco> yep
[22:13] <EstoyLoco> i know this looks a bit like TDZK
[22:13] <EstoyLoco> but this is just logical
[22:13] <Curufir> Hmm
[22:14] <EstoyLoco> and weapon to hit a planet..
[22:14] <EstoyLoco> damn
[22:14] <Curufir> I like the 1F 6A thing
[22:14] <EstoyLoco> laser on a planet you joking me
[22:14] <EstoyLoco> yep indeed Cufi
[22:14] <EstoyLoco> all these ideas together make a nice mix for weap list
[22:15] <Kahless-AFK-Sleep> yea..its all on the list that rck posted..big you can pick lotsa diff combinations
[22:15] <Curufir> Well the way I see it we have two distinct sets of weapons. Beam and missile.
[22:15] <EstoyLoco> http://www.tdzk.com/help/topic.php?topic=Weapons
[22:15] <EstoyLoco> we can make something like that but less complicated
[22:15] <EstoyLoco> and not a copy..
[22:15] <EstoyLoco> but general idea
[22:16] <Kahless-AFK-Sleep> i hate tdzk weaps heh
[22:16] <EstoyLoco> yes
[22:16] <Kahless-AFK-Sleep> way too complicated =)
[22:16] <EstoyLoco> but we make it for SMR so less complicated
[22:16] <EstoyLoco> a middle
[22:16] <EstoyLoco> we remain SMR
[22:16] <EstoyLoco> so we remain simple
[22:16] <EstoyLoco> but put more tactic
[22:16] <EstoyLoco> ppl need to make choices now all TAC has same setup cept evil or good
[22:16] <EstoyLoco> i mean i find that ridiculous
[22:16] <EstoyLoco> kill or dying = luck
[22:17] <EstoyLoco> you get a good shot you win
[22:17] <Curufir> So we just split them. Make beam weapons are usually only effective against shields, with small blast radius. Missile weapons are good against armour/drones with large blast radius.
[22:17] <EstoyLoco> yes and some raiding weaps
[22:17] <EstoyLoco> specific to planets i propose
[22:17] <EstoyLoco> as planets are just like WAY larger than ships..
[22:17] <Curufir> Push the defense order to drones, shields, armour.
[22:18] <EstoyLoco> yep
[22:18] <Kahless-AFK-Sleep> maybe things like nuke and hhg should be planet busters
[22:18] <EstoyLoco> doing that..
[22:18] <EstoyLoco> since it has an order
[22:18] <Kahless-AFK-Sleep> they would be 6A's
[22:18] <EstoyLoco> we can make more HP ships
[22:18] <EstoyLoco> yep good idea
[22:18] * RCK changes topic to 'http://smrcnn.smrealms.de/viewtopic.php?t=5954 | Ship List in progress (RCK & Kah working on it) http://www.smrworld.com\shiplist.xls'
[22:19] <EstoyLoco> but i like that setup we talking about cauz ppl will have to think instead of the HHG-EM flux BMT
[22:19] <Curufir> Well you'd be screwd going against something like ITMS if all you had were beam weapons and some small blast radius missiles.
[22:20] <RCK> If we replace HP with a "power lvl"
[22:20] <Curufir> No. I still want number of weapons limited to the ship.
[22:20] <RCK> all ideas work
[22:20] <RCK> hmm,
[22:20] <RCK> still want limits..
[22:20] <RCK> makes since
[22:20] <EstoyLoco> nah limited
[22:20] <RCK> i suppose :P
[22:20] <Curufir> If you buy a car it has four wheels.
[22:20] <EstoyLoco> but we can put more
[22:21] <RCK> Curu, depends on the car ;)
[22:21] <EstoyLoco> you are screwed
[22:21] <RCK> ahh, abiltiy to purchase extra "weapon mounts" :)
[22:21] <EstoyLoco> but if you have like 5 missiles
[22:21] <EstoyLoco> you are just wacking the ITMS
[22:21] <EstoyLoco> and
[22:21] <EstoyLoco> i would put
[22:21] <EstoyLoco> the one having most XP fire first all the time
[22:21] <EstoyLoco> dunno if like that
[22:21] <EstoyLoco> but that would be advantage
[22:21] <RCK> hmm
[22:22] <EstoyLoco> well
[22:22] <EstoyLoco> depends who clicks
[22:22] <RCK> would take the surprise element out...
[22:22] <EstoyLoco> but anyway make formula
[22:22] <EstoyLoco> well
[22:22] <EstoyLoco> true
[22:22] <EstoyLoco> but
[22:22] <EstoyLoco> lets make a middle
[22:22] <EstoyLoco> a formula based on both
[22:22] <RCK> firing first and exp?
[22:22] <Kahless-AFK-Sleep> <-- AFK for a bit
[22:22] * Kahless-AFK-Sleep is now known as Kahless-AFK-AFK
[22:22] <Curufir> No way. It has to be fair no matter what your connection speed. No advantage for clicking first.
[22:22] <EstoyLoco> suprise element on random 50 + difference
[22:23] <RCK> suppose
[22:23] <EstoyLoco> true
[22:23] <EstoyLoco> or
[22:23] <EstoyLoco> manoeuv
[22:23] <RCK> Anyway i'm off for awhile..
[22:23] <EstoyLoco> can also influence
[22:23] <RCK> Sunday is night i spend with the wife :)
[22:23] <EstoyLoco> anyone taking notes on all that?
[22:23] <RCK> I have it all logged
[22:23] <Curufir> Cya, off to bed in a minute.
[22:23] <Curufir> Got logs.
[22:24] <EstoyLoco> can you post it on webboard somewhere?
[22:24] <RCK> took some ideas an put them in excel sheet for weapons stuff...
[22:24] <EstoyLoco> k
[22:24] <EstoyLoco> i will look at weapons soon enough
[22:24] <Curufir> Ok, I'm off to bed. Good brainstorming session guys
[22:24] <RCK> okay
[22:24] <RCK> me and kah will work on ships
[22:24] <RCK> well ships/races
[22:24] <RCK> trying to figure out what each race's primary "task" is
[22:24] <RCK> ie:
[22:24] <RCK> Valarian (Primarly Trading Race)
[22:25] <RCK> Draylor (Primarly Hunting Race)
[22:25] <RCK> Uxaquari (Warmongers)
[22:25] <EstoyLoco> yep
[22:25] <RCK> thats all we've got so far :P
[22:25] <EstoyLoco> indeed good brainstorm
[22:25] <Curufir> I'll think about the weapons thing some more tomorrow.
[22:25] * Curufir (Test@host86-137-66-163.range86-137.btcentralplus.com) has left #alpha (Konversation terminated!)
[22:25] <EstoyLoco> yeeh me too
[22:25] <EstoyLoco> can you put it on board RCK?
[22:26] <EstoyLoco> in a restricted section
[22:26] <EstoyLoco> we still have alpha restricted spot?
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Post by B.O.B. »

I ain't reading all that. Summary please?
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Post by Prince Valiant »

we added more to that sterling
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Post by Harry Krishna »

B.O.B. wrote:I ain't reading all that. Summary please?
ditto
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Post by Kahless_ »

I think one thing out there was a new newbie system. Where newbies are not invisible in racials, but we change it to have a rookie system similar to the one th SM brought in, where if you are not a newbie/fledgling and you kill the person, you do not gain any stats (stoy ever suggested people losing xp if they kill someone who is way below their level)
Perhaps also new stats with average kill level determining your ranks in the kill ranking..or something like that..wasnt my idea..i think it was stoy's
I also put out there we make it so only utility class ships are able to build planets (and cancel builds for that matter). Thus, giving them a much more important role. Cufi extended this by suggesting that once they start a build they cant move until its finished.. This was sort of left out to the jury though..

Lets see..What else..Adopt a newbie! =) self explanatory.
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Post by Harry Krishna »

Thanks for breaking it down. I don't have time to read chatlogs. I'll comment on what you put here.
Kahless_ wrote:I think one thing out there was a new newbie system. Where newbies are not invisible in racials, but we change it to have a rookie system similar to the one th SM brought in, where if you are not a newbie/fledgling and you kill the person, you do not gain any stats (stoy ever suggested people losing xp if they kill someone who is way below their level)
People should get credit for their kills. SM was lame for doing that, imo. There are other better ways to help noobs, like delaying the trigger when vet shoots noob, putting in full-on newbie games with smaller galaxy setup, extending the noob status to 100k, giving them automatic relations for trading in their own galaxy.

Kahless_ wrote:Perhaps also new stats with average kill level determining your ranks in the kill ranking..or something like that..wasnt my idea..i think it was stoy's
Not sure what this would do or not, but it seems ok.
Kahless_ wrote:I also put out there we make it so only utility class ships are able to build planets (and cancel builds for that matter). Thus, giving them a much more important role. Cufi extended this by suggesting that once they start a build they cant move until its finished.. This was sort of left out to the jury though..
Giving them experience for building is enough of a benefit. If you want to design a special ship for building, i.e. plenty of holds for stocking, room for CA, and losts of turns for making the build runs, placing and refreshing mines, etc. that would make building a one-man show instead of a team effort. I don't like the idea of having to sit on planet until it's done. Anyone who's built planets knows that won't work when you're the builder and you have 10 planets to keep going 24/7.
Kahless_ wrote:Lets see..What else..Adopt a newbie! =) self explanatory.
Hmmm...that sounds like more of a 1 on 1 mentoring thing when this game is really a team oriented game. I'm more in favor of training alliances, but that's my bias talking maybe.

Also, I see there is something about making weapons do less than 100% damage. I like that idea, but it would need to be balanced very carefully.
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Post by MrSpock »

i don't think the idea with newbies would work. even if a vet doesn't get any stats the newbie still would die and what do we have in the end? a dead n00b.

i really like the landing pads. thats great.basically takes time and money to build where you cannot continue def. or offense building.
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Re: Brain Storming - Jan 15th, 06

Post by RCK »

Implemented/Rejected

Newbie portion has already been implemented.

Forcing single class of ship for building purposes would limit the interaction of all players.
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