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Cloudgatherer 2nd Rear Admiral
Joined: 29 Dec 2011 Posts: 177 Location: Florida, USA
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Posted: Tue Feb 14, 2012 6:00 am Post subject: New Syntax |
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I am not sure how hard it would be or if it is at all possible but I thought it would be interesting to add some new Syntax to the game. Of course it would have to be something unique that doesnt throw the game totally out of balance but it would also open up a new realm of strategic possibilities, if the syntax is original and adds to depth without being unnessary or overly complicated. It would allow the invention and possible introduction of all new ships that use the new syntax, which in my opinion, would breathe new excitement and intrigue into the game.
I had a couple in mind but I can only remember one at the moment, but, I invite you all to post any ones that you may come up with. I will edit this original post as new ideas come in and my own ideas come back or occur to me.
I. The "Demi" syntax - I have designed a few ships since my return and tried to do this with existing syntax but I dont think it is possible. The idea behind this syntax is that is would allow a technology to half a ships AP and/or LP. "Demi" is from the Latin "dimidium" meaning "divided in half". So, a "Cruiser" (100/100 AP/LP) effected with the "demi" syntax (targetting LP) would be reduced to 100/50 AP/LP. If hit with "demi" again would become 100/25 AP/LP. So it wouldn't be able to kill a ship. Maybe this could be more simply accomplished by adding a "divide" syntax alongside the already existing "add" and "multiply" syntaxes and would probably need some kind of rounding factor to avoid odd or fractional numbers.
II. The "Command" syntax - Essentially, the command syntax would enable the creation of ships that can order an enemy ship to execute an already existing syntax. Brainwashing technologies. _________________
"One of God's own rejects. Some sort of high-powered mutant, not even considered for mass production. Too weird to live, but too rare to die."
Last edited by Cloudgatherer on Sun Apr 08, 2012 6:10 am; edited 1 time in total |
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spacetrace Board Admin
Joined: 24 Dec 2001 Posts: 1624
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Posted: Tue Feb 14, 2012 11:40 am Post subject: |
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technically this is already working :
multiply,0.5
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Tue Feb 14, 2012 4:55 pm Post subject: |
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cool,
but what would happen if a fighters LP get multiplied by 0.5 ? |
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Senor Admiral
Joined: 12 Nov 2003 Posts: 1114 Location: estonia
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Posted: Tue Feb 14, 2012 5:00 pm Post subject: |
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i like the idea. invent the ship cloud or i will ; )
it should have a minimum of 1 lp cap. also, as cloud said, some sort of rounding function to prevent 0.5 values. |
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Cloudgatherer 2nd Rear Admiral
Joined: 29 Dec 2011 Posts: 177 Location: Florida, USA
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Posted: Tue Feb 14, 2012 5:57 pm Post subject: |
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spacetrace wrote: | technically this is already working :
multiply,0.5
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I will have to try it again but I am pretty sure us players can only input whole numbers when it comes to the in-game technology constructer.
admin wrote: | cool,
but what would happen if a fighters LP get multiplied by 0.5 ? |
I was thinking that, if possible, any fractional product of the syntax would be rounded up. So if a "Fighter" (1/1) has hit, it would be reduced to (.5) but would round back up to 1, so ships with values of 1 wouldn't be effected.
Senor wrote: | i like the idea. invent the ship cloud or i will ; )
it should have a minimum of 1 lp cap. also, as cloud said, some sort of rounding function to prevent 0.5 values. |
I most certainly will when I get the chance. I was thinking something along the lines of a "Demi-Star". _________________
"One of God's own rejects. Some sort of high-powered mutant, not even considered for mass production. Too weird to live, but too rare to die." |
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vyor 1st Rear Admiral
Joined: 11 Feb 2011 Posts: 218
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Posted: Tue Feb 14, 2012 6:58 pm Post subject: |
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that can be anoying... |
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Cloudgatherer 2nd Rear Admiral
Joined: 29 Dec 2011 Posts: 177 Location: Florida, USA
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Posted: Thu Feb 16, 2012 7:11 am Post subject: |
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spacetrace wrote: | technically this is already working :
multiply,0.5
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Ok I tested this and indeed, "multiply,0.5" is useable. So now the only question is what happens to ships with odd values that are hit by "multiply,0.5", in particular, ships with values of 1? This I cannot test myself. _________________
"One of God's own rejects. Some sort of high-powered mutant, not even considered for mass production. Too weird to live, but too rare to die." |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Thu Feb 16, 2012 11:16 am Post subject: |
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the syntax would be:
Code: |
multiplies AP/LP by 1/0.5 of all ships of any ship-type in the enemy fleet in the same class
battlemessage: "ship weakened ... ships"
(battle engine syntax: mod,enemy,all,this,all,*,1,0.5,ship weakened) |
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Cloudgatherer 2nd Rear Admiral
Joined: 29 Dec 2011 Posts: 177 Location: Florida, USA
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Posted: Sun Apr 08, 2012 6:03 am Post subject: |
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How about a 'Command' syntax; which would enable a ship to add an already existing syntax to another ship's syntax. Like the ship commands the enemy to do it's bidding.
Like, lets say, this syntax will command an enemy ship to blow itself up:
Quote: | (battle engine syntax: command,enemy,all,this,1,selfdestruct) |
Or this one would order an enemy to fire on its own allies after it activates:
Quote: | (battle engine syntax: command,enemy,all,this,1,mod,self,all,this,1,-,0,1 |
Is this already possible to do, or would it be new programming? _________________
"One of God's own rejects. Some sort of high-powered mutant, not even considered for mass production. Too weird to live, but too rare to die." |
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vyor 1st Rear Admiral
Joined: 11 Feb 2011 Posts: 218
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Posted: Sun Apr 08, 2012 6:06 pm Post subject: |
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I like it |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Sun Apr 08, 2012 7:55 pm Post subject: |
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its not directly possible, but i guess you can replace the ideas with existing syntaxes:
destroy one eneme ship instead of sd
and
create a ship with stay like the nano virus or such |
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Cloudgatherer 2nd Rear Admiral
Joined: 29 Dec 2011 Posts: 177 Location: Florida, USA
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Posted: Mon Apr 09, 2012 2:28 am Post subject: |
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Quote: | but i guess you can replace the ideas with existing syntaxes: |
On its surface, the "Command" syntax idea may seem redundant, because you could "just have the ship do what syntax the 'command' orders the other ship to do", but I assure you, it is introducing a completely new aspect of battle. It relys on the other ship to activate, in order to achieve any success, and can be used to create all sorts of cool effects that wouldn't be possible with traditional syntaxes. _________________
"One of God's own rejects. Some sort of high-powered mutant, not even considered for mass production. Too weird to live, but too rare to die." |
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