-
Notifications
You must be signed in to change notification settings - Fork 61
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
User custom ship / defence #211
Comments
It seems difficult for me to introduce. Each ship has its own ID, plus you have a whole battle system. Any difference in attack strength, armor and shields would (I think) require a new class of ships. If you want, you can create a external patch with this functionality. It is also good as if a new ship costs e.g. black matter (as a limiter of spamming the database with strange constructions) |
I've already implemented this on my engine, so I'm able to add as many ships, buildings, defences, researchs as i want without breaking anything. at the moment my engine is focused on IA and engine inner logic, but once i have something to show rather than data, i'd like some of you to check it (still pending to call my internet provider to open some ports to my "server"). sooo many things to do and so little time ... |
I understand. I'd like to check it out, because it's interesting. |
Seems pretty obvious to me, but still I'll coment this anyway. I'm not replicating Ogame, instead I'm trying to improve the experience. I'll try to develop some user interface to allow player access to check how this is going. STILL, i will be reseting the game as much as i need for development/check purposes so it wont be a very good time to play but to check what it's available at the moment... because i'm almost done with buildings i will start adding researchs (some new and the current ones will have different impact on the game). SEEMS LIKE FUN RIGHT?!?!?!?! haha |
In a dream world chapter 4 ...
I think would be good to have a ship/defence builder, so user can set "what does he want" and the game settles down the values / price.
Example: I want something like a mega rocket launcher, i want it to be only metal, with 800 damage (ten times the original). So the calc does his thing and settles down a price for this unit at 22.000 metal.
so, two things, an object 10 times bigger is not just 10 times the same object, it's better due to 70% explotion ratios.
This can be the same for ships, like a veeeeeeeeery inexpensive ship with ultra FR against it or something like a mega death star ... a bit hard to handle but would give each player a special touch to his own soup.
The text was updated successfully, but these errors were encountered: