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Cajin Von Sian Posted: 10:14:09 26th Jan 2015

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Ah, I see, that is interesting, in your mind would you be able to hyperjump it with ships 'in' it? Or transport ships in a group with it being the only one using the Uranium, or maybe more like the Protoss Arbiter ship from StarCraft 1 that cloaked ships around it, though then your shield would just become a number of them I'd imagine... although I'd still like a means to hyperflight fighters which perhaps this could be, in order to get to a planet that is being attacked quicker to possibly break up the attack


Iiridayn Posted: 06:15:53 27th Jan 2015

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The issue I see with permitting hyperflight for fighters and assaults is that it significantly changes the game balance, more towards a "raiding" mindset. Which is not to say that raiding games are unfun (many of the top facebook games are founded on this model) - just that it would be a significant shift in the kind of game SkyLords is.

As far as as transporting ships in a group, we have fleets for that ;). Though - I can more clearly see from your comment the pain point of individually loading U onto each ship in a 100 ship fleet :P. That is something that is worth addressing as an inconvenience, though I can probably just let fleets share U.

Edit: moved discussion about the "kind of game SkyLords is" to another topic.




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Cajin Von Sian Posted: 06:56:40 27th Jan 2015

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Hyperflighting for assaults certainly would make it more raider style, and with that thought it makes me think of alien or even SPs in warp or other player planets, with hyper capable fighters then it would make it more difficult to capture them... we'll see what you come up with on the carrier idea.

Sharing U would be convenient, but also a cheater idea, then I could stick with 1k volume fighters and just send a tranny loaded with U with them in order to get to places faster. That is convenient, and I suppose the tranny could just be refueling them, that might help negate the need for hypercapabilities, and fighters are the only thing I could really see it being used that way on, would make HW attacking somewhat more convenient too, could have the assaults loaded with the troops and aways out instead of so close by for staging purposes...


Iiridayn Posted: 15:46:57 27th Jan 2015

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I had not considered range at all :). That could be fixed easily enough by limiting the maximum fleet range to the smallest ship capacity.

The other is not so much the carrier idea as the ship shield idea.

I failed to clearly parse the first paragraph. If you mean having hyper-capable fighters would promote planet defense - assuming both the attacker and defender are online, the defender has much shorter supply lines. The first trick to actively defending planets seems to be to be online at the time.




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Cajin Von Sian Posted: 18:06:38 27th Jan 2015

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Typically it is best to avoid trying to take an HW when someone is online, my typical goal is breaking up someones attack (or at least it was when I was a bit meaner... maybe sometime in the future I'll go back to it) and only way to really do that is to be able to get fighters there quickly, that was one of the reasons I kept a green list so I'd have a number of potential launching pads to build fighters at, so that was why I was interested in hyper-fighters...

With that adjustment on the sharing U it would have good potential to make it more convenient to send smaller size fighters, not sure of any other ships, aside from what I mentioned about being able to fill assaults from a greater distance and send them in... do you envision the E-leach as being hyper capable, if it were implemented?


Iiridayn Posted: 05:55:38 28th Jan 2015

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My thought was no - it doesn't need a hyper drive and provides opportunities to show up on intrusion detection. Resource collection should be easy enough with a hyper capable transport :shrug:.




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Cajin Von Sian Posted: 07:04:39 28th Jan 2015

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If that is the case then having the U sharing would be nice...

Had a thought but moving it to its own thread rather than hijacking my own thread


Cajin Von Sian Posted: 19:59:39 21st Feb 2015

Posts: 495

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Location: Angola

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Any other ideas for killing off inactives from people?

I think the resource depletion would be easier to code and quicker at getting rid of them, but the energy leech would add a new element to game play, but I could see it reducing the value of Energy eventually and it is rather slow, since even with 500 ships it would take 20 days to draw down a 16M energy planet. That would take a bit of time to build and set up too. Perhaps with the drawdown being a set amount, 2k/turn(or if simpler to have it based on production points, then 2 points), then multiplied by the shield value/10, since they are pushing more energy out there to run the shield. So could be up to 8k/turn if the planet is 30x shield


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