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Garner    Posted 23rd Nov 2011 12:43pm
Post 4068 / 4125
Hey all... first off, I'm still alive

As hinted in the title, Planetary Command is being looked at ... a lot.
So much so that it is being rewritten from scratch. (crowd says "oooooooohhhhhh")

All that exists of it so far is a basic registration, setup and the very simple beginings of a map. Before anyone gets their hopes up, its going to be a while before you see any of it!

Now that means YOU have a chance to shape it.
If you played the old one I want to know your thoughts about it.

Thinking about your time playing the game,
What do you want MORE of?
What do you want LESS of?
If you could do anything to the gameplay, what would you change?

I can't implement everything you guys suggest of course, I've got ideas of my own already (and most of the interface/interaction sketched out on various notepads) but with such a small amount commited in code if your ideas spark my imagination I might just end up using your thoughts somewhere.

Finally, I'm taking this game into the future. The trouble is that this future may leave behind around 40% of you...

The problem is that the world+dog is heading towards embracing HTML5 (GREAT! ) but support for the cool new features is spotty (MEH ) but improving (YAY! ).

When it comes to the bit I need (WebGL), as it stands we have two browsers ready to go ...
Chrome: Version 10+
Firefox: Version 4+

And two more that are almost there (and will be by the time my work is done!) ...
Safari: Version 5.1+ if user enables. No support with default settings.
Opera: Version 12+ (currently in alpha but on its way)

And then we have one browser that is... well... crap.
Take this as advance notice that IE users will have to use a real browser (ie anything else at all) in order to join the fun.
I know thats typically considered to be bad, stuff should always be designed for the lowest common denominator so the most people can play. However software development takes a lot of time and the game will probably run for another 4-5 years in the new form so if I don't do it now, it'll be a LONG time before *I* can play catch up. IE *might* have support within that timeframe so it can be the one playing catchup (it's used to doing that with everything these days anyway ).

Thoughts? Do you want a really nicely done revamp or stick with the same stuff from the last 5-6 years?
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 Modified Nov 23rd, 12:48pm by Garner
goober   Posted 23rd Nov 2011 10:00pm
L4Y Member
Post 183 / 264

I welcome this news, as I actually had a lot of fun on Planetary Conquest.

I look forward to the new interface face lift offered by HTML5.

I'm willing to beta test whenever you need if necessary.

PS. On a slightly related topic, I'd recommend dealing with the frequent downtime your current web host suffers from. I'm willing to host L4Y (and PC) for you (entirely free) if you wish.
I map stuff. Sometimes.
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Garner    Posted 24th Nov 2011 12:19pm
Post 4069 / 4125
Yeah, cheap CENSORED VPS keeps having issues. Nothing wrong with the host, the web server just stops responding for apparently no reason. Logs show nothing, requires me to kick it when it fails.

L4Y / PC will be moving shortly. We have a rather large cluster of machines at work that I've been given permission to drop L4Y into.
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 
Beatonator    Posted 24th Nov 2011 3:49pm
Post 3533 / 3716
Wicked news

Been waiting for this since you hinted at it ages ago!

My suggestions off the top of my head os more weapon/ship classes. More customization.

Allow you to gear a planet towards money/military/research, but not both.

I can't think of much at the minute but needless to say I look forward to any alterations. Maybe "random" benefits available?

Planet X has +Y Resource

Allow options on how to deal with this, (similar to GalCiv2 with Karma options).

Have some sort of diplomatic council that can impose bonuses/restrictions across the galaxy, or on members of the galaxy? Voted members of course.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
Molodiets   Posted 25th Nov 2011 4:57pm
L4Y Member
Post 2669 / 2687

oooooooohhhhhh!

I already ask that the isolated sectors of a map being inaccessible
.
For exemple, me and my aliance are owning all the planets surrounding a sector.
For other alliance it should be impossible to get in or get out this sector without conquiering a path throu it (unless you have a treaty with us or pay a huge amout of gold in the warp zone wormhole teleportation technology.)

A bit like in game 1, actually


a technology to save a bigger number of ships after each battle. ( can't remember if it already exist)

a limit to the number of planet you can easily defend. The more defence you have , the more expensive and the less effective is the next planetary defence you build (with a technology to deplace a defence from a planet to another to follow the new borders of your empire)
spoilsport    
Garner    Posted 18th Dec 2011 11:08am
Post 4070 / 4125
Quoting Beatonator
My suggestions off the top of my head os more weapon/ship classes. More customization.

Hopefully coming, research yet to be fully planned out.

Quoting Beatonator
Allow you to gear a planet towards money/military/research, but not both.

Mmmm will see how this fits.

Quoting Beatonator
Maybe "random" benefits available?

Planet X has +Y Resource

Was planning on adding something like this, PC1 did have some random events in it remember!

Quoting Beatonator
Have some sort of diplomatic council that can impose bonuses/restrictions across the galaxy, or on members of the galaxy? Voted members of course.

Probably not going to be in.
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 
Garner    Posted 18th Dec 2011 11:16am
Post 4071 / 4125
Quoting Molodiets
I already ask that the isolated sectors of a map being inaccessible
.
For exemple, me and my aliance are owning all the planets surrounding a sector.
For other alliance it should be impossible to get in or get out this sector without conquiering a path throu it (unless you have a treaty with us or pay a huge amout of gold in the warp zone wormhole teleportation technology.)

A bit like in game 1, actually

It was removed from PC1 to make things easier for players... with a revamped interface however its much easier to visualise - its coming back.

Basically each planet has a sphere of influence around it. Only allied players and your ships are allowed through it. Anyone else has to either go around or declare war...

Quoting Molodiets
a technology to save a bigger number of ships after each battle. ( can't remember if it already exist)

The mechanics of the game are going to be changing, PC1 basically became who could spam the most number of ships possible and when fleets of over half a million ships were regularly seen it becomes hard to determine what ship class did well and more importantly to defend against!

Current plans are to have ships being either much more expensive or planets earning less money. The upshot being your fleets will regularly only have a few ships, say 2-3. You'll be managing those ships a lot closer as a result and able (if you wish) to follow their progress and how their weapons/setup are actually doing in battle.

Quoting Molodiets
a limit to the number of planet you can easily defend. The more defence you have , the more expensive and the less effective is the next planetary defence you build (with a technology to deplace a defence from a planet to another to follow the new borders of your empire)

Current plan is that you can have planetary defense with no restrictions, because ships are that much more expensive to build and run, you'll be unable to plonk large defence fleets at each planet. You'll have to decide what to do far more strategically - this coupled with the influence range around each planet will let you leave some planets undefended as they're surrounded by others etc.
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 



Garner    Posted 18th Dec 2011 11:23am
Post 4072 / 4125
In general news...

We're still a good couple of months away from anything, early-ish in the design stages still although an interface is being prototyped up.

IE users will now be able to join in, WebGL is used if detected - falls back to Canvas rendering if not. If no Canvas support then you really need a new browser!

Downside to Canvas is that it is hideous. Properly bad. Massive, massive reduction in framerate despite a huge drop in detail, rendering issues (planets are white and wireframed for example...) and just generally meh. I'm leaving it in so those stuck without WebGL capability can still play but it will be entirely unsupported - ie nothing (rendering wise) will be fixed for Canvas mode.
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 
Beatonator    Posted 19th Dec 2011 8:31am
Post 3534 / 3716
Just a suggestion on the way to make players use multiple fleets, rather than one bigger fleet.

what about the maintenance for the fleet increases dramatically for each additional ship?
So say for example...
Quote

Fleet charge = ((10G * NumShips) * 2) * NumShips
1 Ship = 20G
2 Ships = 80G
3 Ships = 180G
4 Ships = 320G
5 Ships = 1600G


Perhaps, have a Max. Fleet size, that can be increased by a new research branch? (Logisitics?)
Or, make it so the Logisitics research reduces the maintenance charge a bit for larger fleets.
Fleet charge = (((10G * NumShips) * 2) * NumShips) / LogisticsResearch
Quoting Level 1 Logistics

1 Ship = 20G
2 Ships = 80G
3 Ships = 180G
4 Ships = 320G
5 Ships = 1600G

Quoting Level 2 Logistics

1 Ship = 10G
2 Ships = 40G
3 Ships = 90G
4 Ships = 160G
5 Ships = 800G

Quoting Level 4 Logistics

1 Ship = 5G
2 Ships = 20G
3 Ships = 45G
4 Ships = 80G
5 Ships = 400G


Just an idea...
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
Garner    Posted 19th Dec 2011 12:37pm
Post 4073 / 4125
Yeah, the logistics module was something I was already considering. A similar mechanic is used in "Sword of the Stars" to achieve the same effect.

In that game you have certain ship types: command ships, fuel tankers, repair ships, extended range ships and then the plain vanilla "guns, guns guns" ships.

Each ship had a range defined by its fuel limit, if your ship went to a planet it would become stranded unless it could either refuel there or have enough fuel to get back. So fleets needed fuel tankers. Repair ships did the obvious after battles, extended range ships were ships with... er... longer range so they could do more without the need for fuel tankers.

Finally the command ships let you field more ships in battle. Your fleet could be 200 strong but without any command ships you'd only get to use a handful at any given time. As your fleet was blown to smithereens you'd get reinforcement from the other 200 until either someone was dead or the timer ran out. Command ships increase the number you could field at once. Naturally that meant a command ship had to be fielded in battle - and get shot at.

Now I like this sort of specialisation but going to go at it differently. SotS is a great game but if you get into a fight and your tanker gets shot (ok it should be last on the reinforcement list but if its early on in the game/small fleet it'll fight...) your fleet gets a little stranded. I want the same effect (well a few of them at least) but without the annoyance for newer players. Basically adding a layer of complexity to the old Planetary Command game but sticking at a point thats still easy to learn/manage.

Limiting fleet size is an easy way of leveling the playing field for all players - OK those with bigger ships/better research will still have the upper hand but it gives all the little players a fighting chance. Realistically any commander would have incredible difficulty with fleet sizes in their hundreds... only if you separated out into wings/squadrons (ie EVE Online) would you find it possible to manage such a fleet.

Will go with a research upgrade, better communication between ships in the fleet make it easier to control a larger fleet. Not a ship module as such, just built into all ships.
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 
Garner    Posted 26th Jan 2012 7:16pm
Post 4077 / 4125
Battles.

1) Old way of just seeing results? Battles over very quickly but boring to watch, its 3d now remember... not just graphs slowly decreasing in size.

2) New way of being able to control your ships as they advance whilst the defenders ships are controlled via AI? Battles would take 5-10 minutes.

3) New way of being able to control your ships as they advance but after each set of commands, waiting for the defender to next login and issue commands to his ship. Battles could take a week...

Which would you go for if given a choice?
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 
RF Grim Reaper   Posted 27th Jan 2012 11:26am
L4Y Member
Post 897 / 902

I'd say number 2, if as the 'away' party you could give your AI simple tactics like aggressive / defensive. That's assuming the battles are going to be abit more involved and consist of more than bigger guns + bigger ships = Win!

Also if the attacker doesn't want to spend the 5-10 mins (if you're planning on taking alot of planets) a 'roll-the-dice' option where you can leave the attacking to your own AI (this time with priorities, orbital defenses / minimise building damage / glass the thing etc). You should lose a few more ships this way for being lazy

So essentially 2, with a mix of number 1 for the lazy people with ships to throw away.
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Garner    Posted 27th Jan 2012 11:43am
Post 4078 / 4125
Its only one reply but good to know you're thinking along the same lines

Current thinking will be exactly as you've suggested: to give your ships default orders at any time (ie out of combat). Then if they're attacked they'll follow those orders (using some intelligence along the way) but also when attacking they'll also follow those default orders unless the player issues other ones at the time.

That way a battle can proceed quickly if you want but you can fine tune your ships responses if required. As I've said before (somewhere above anyway) the mechanics of the game are changing in that your fleets will consist of small numbers of ships (eg 2-3) so that micromanagement of each individual ship is not out of the realm of possibility.
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 
Molodiets   Posted 1st Feb 2012 4:07am
L4Y Member
Post 2672 / 2687

hard to tell as long a i haven't tested the new battle system but I would agree with the reaper
spoilsport    
Garner    Posted 1st Feb 2012 2:11pm
Post 4079 / 4125
Nor have I

Nothing done towards battles yet. Ship design/construction is heavily in the planning and prototyping stage.

Once thats done it'll be the simple things like moving ships between planets and scouting unknown planets. Then the game will then know about enemies... and battles will follow.

In short... I'm a LONG way off. These things have to be planned out well in advance tho!
"Science is this extraordinary transnational, transcultural, trans-everything language which is the only way to discover Truth and its regrettable that billions are still stuck in the Middle Ages believing the crap propagated by Popes and priests..."
- Peter Atkins  
 
Molodiets   Posted 1st Feb 2012 7:56pm
L4Y Member
Post 2674 / 2687

Would it be possible to have some kind of reward? If you're still alive at the end of season N, you get an hereditary bonus for season N + 1. Or a bonus if you're in top 10 or whatever...
Something that would push you to resist till the end of the game and start a new season.
That would also advantage regular players
spoilsport    
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