M.A.X.    Вы вошли как гость
Российский Клуб игроков M.A.X.
 
[Новости]   [Новичку]   [Энциклопедия]   [Документы]   [Файлы]   [Игроки]   [Архивы]   [Архив форума]  
[Новый сайт]   [M.A.X. Gold]   [Партии]  

 
 
 
Архив форума  Off-Topic
[Основной форум] [Голосования] [МаксГолд] [Off-Topic]
 


еще продожение  -  Barloggg,  04.05.2006  16:27:14

Barloggg 04.05.06 16:10:38 instead of drive. and armor. the grow proportional by chassi size.
 KLuWolF 04.05.06 16:10:34 Barloggg if I get a chance I`ll finish my turns today or next few days...
 Barloggg 04.05.06 16:09:42 no. each module has fized size and mass.
 KLuWolF 04.05.06 16:09:38 PK - Ход в буфере... Grrr :)
 PK 04.05.06 16:06:38 they do not grow in linear way, if medium chassis is 50% bigger then small, then all rest should grow by 25% maybe - so it would pay to build larger units instead of small ones
 PK 04.05.06 16:05:24 chassis makes more structure, drive points, system points too - this is because all modules for bigger chassis are greater size and require more cost and more space - but
 Barloggg 04.05.06 16:05:15 at last! there is no more corvets in scan range... hehe bloody turn for you missile cruisers...
 Barloggg 04.05.06 16:03:38 so. structure hit depends of chassi only? System hits depends of each module? and drive too.
 PK 04.05.06 16:01:13 much left points of all stuff in it, so player could deceide if he wants to strike it or not...
 PK 04.05.06 16:00:39 also player should see each damage applied to enemy unit in color - like in moo2. Shields damage in blue with value on screen, structure in green, systems in yellow and drive in red... also i think we should have option to view status of enemy unit ( how
 PK 04.05.06 15:58:22 radar scan range should not be reduced i think ... it either works or not, while speed of unit should be reduced - its more logical i think
 PK 04.05.06 15:55:24 as is in max i think. But we can also use moo2 idea of armor ( its also very good). While structure drops by 10% steps an unkown x% ( we should calculate it) damage or else value is applied to systems and drive
 PK 04.05.06 15:53:10 each cannon enemy has on its unit. if enemy has 4 cannons on tank, each cannon damage is reduced by 1, then reduced by armor, then applied to structure. Special weapons can shoot directly into systems or drive causing faster death. We can leave armor
 Barloggg 04.05.06 15:51:45 ok. understood. armor never reduced? (as MAX)
 PK 04.05.06 15:51:07 by 10% with each 10% drop of drive power. Shields are different. They depends on chassis size and first absorb fire ( small chassis would absorb 10 points for class I shield ) then when it falls, C1 blocks 1 point of damage from attacker value applied to
 PK 04.05.06 15:48:45 units has: armor, structure, shield, systems, drive. Armor reduces attacker value by its number. Structure is hit points. Systems are computer + specials + some basic value of unit. Drive depends on chassis and extra protecting systems. Speed is reduced
 KLuWolF 04.05.06 15:46:14 doing a turn...
 PK 04.05.06 15:42:39 KluWolF - Ход в буфере.
 PK 04.05.06 15:42:26 Kluwolfhehe impressive way!
 Barloggg 04.05.06 15:35:47 hehe my cargo ship just now destroyed you submarine... :) because you sub stepaside and take a mine... :) but this is all good news for this turn... :(
 PK 04.05.06 15:24:35 Hello Mighty Wolf! How nice to see you again. I was worried :) doing my turn
 Barloggg 04.05.06 15:21:18 Unit randomly chooses any module and send message to it 2 point of system damage. For example Radar. Radar takes all damage and delete this message at all. so if radar initially have 10 point it now have 8. (80%) and scanrange decreased to 80%?
 Barloggg 04.05.06 15:19:34 armor decrease this damage by its defence(for example 5) and return to unit update message (2 points of system damage). Where unit send this message after?
 Barloggg 04.05.06 15:18:21 forcs filed decreate this 10 hits by its defence (for example 3) and return to unit updated message 7 points of system damage. Unit send this message to armor.
 Barloggg 04.05.06 15:17:24 i ctill not have clear in my mind about different type of damage... here is example: war unit. armor+shileds. incoming message: there is 10 point of system damage for you. please take. What unit to do? first of all he forward this message to force filed
 Barloggg 04.05.06 15:15:12 ufff... just now i updated my blog... so many fotos i maked today... many time to upload. So you tell that find my infiltrator? poor soul... let`s see...
 KLuWolF 04.05.06 14:34:56 Greetings Generals! I`ll be around for several hrs today.
 KLuWolF 04.05.06 14:32:52 PK - Ход в буфере... Grrr :)
 Slavik 04.05.06 14:26:12 Lord_Ilya-Ход в буфере.
 PK 04.05.06 13:32:17 fantasy mod and druids... maybe later. ok research labs work separate, you can increase basic max research by to 5 too and have bonus from goverment maybe? I killed one infiltrator by accidient hehe :P
 PK 04.05.06 13:29:44 Barloggg - Ход в буфере.
 Barloggg 04.05.06 13:07:41 i have idea. if all things in game is one class. so we can do Clan of Druids... they can place weapon on Tree-chassis units... :) capable to make fantasy mod
 Barloggg 04.05.06 13:04:29 and how about calcs all one one RP? we can virtually increae RP from lab. not 1 RP per lab but 10 RP per lab. and multiple all MAX research costs by 10.
 Barloggg 04.05.06 13:02:59 so it will be very many things that researchlab can spent its RP. on standart modify and at the bottom of the list of MOO-like techs
 Barloggg 04.05.06 13:01:58 hmmm... no i think research lab can work separatly on maxresearch and separatly on new tech.
 PK 04.05.06 13:01:29 yes its very cool, same with infantry, doing turn
 Barloggg 04.05.06 12:58:16 funny thing. connectors and concreteblocks upgrade for 0 raw... good.
 Barloggg 04.05.06 12:57:14 PK, Ход в буфере
 PK 04.05.06 12:24:56 i feel i must move my infiltrators from the base ...
 Barloggg 04.05.06 12:22:43 unfortunally for now i cannot do the same for you... and you will destroy only scouts and surveyors... this is not good but i`m working on it.... and you will not be bored too... soon.
 PK 04.05.06 12:21:18 yes i am trying to give you as many targets as can ... so you will never get bored ;)
 Barloggg 04.05.06 12:20:39 this is excellent!!! i can counter attack in any direction i wanted! :)
 PK 04.05.06 12:20:05 invasion is coming from all directions ... you are surrounded! :P
 Barloggg 04.05.06 12:19:18 more???? damn... where is my scout? o no.... there is no more scout... barbarian...
 PK 04.05.06 12:18:26 hehe cool, they will never reach near to land .. and more of them are coming ;)
 Barloggg 04.05.06 12:17:35 do you think about how i will crush you cruisers? you not get me a chance to get them close... he-he... i have 2 monitors system. in one now doing turn in second - chat...
 PK 04.05.06 12:17:19 next level lab would give 1.5 and 8 points ... next 2 and 12. Oh this looks good! Go make it all in modules :)
 Barloggg 04.05.06 12:16:16 structure of database. i want to make everything by one single type of data. not like object oriented inherited methods programming. so base class = every class in game... how tree will look? chassi = tree :) of corse thi will be invisible for player...
 PK 04.05.06 12:16:15 i think of two research level, basic lab = 1 point for normal old max research things, 5 point to research new technology tree ( both in same time can work or separate? ). This 5 points would be modified by goverment bonus ( democracy +25%, feudal -25% )
 PK 04.05.06 12:10:45 i dont understand how you see to build a tree in module structure? Module structure works for units because they can be custom designed by player, buildings should be just buildings as they are ... i am not sure what you mean
 Barloggg 04.05.06 12:08:55 building is single module? hmm... why not... but i want that structure of data will be similar for anything in game... if units have module structure les do all by module structure... include trees on the map.
 PK 04.05.06 12:08:43 i imagine normal power station with some picture, then improved PS with another pic, and advanced PS with another pic ... Your infiltrators are doing well on other island too hehe, I admire your will to fight :)
 Barloggg 04.05.06 12:07:37 you broken my bridge! what an aggressive PK for today... :) and btw. this is MY island. stop invade on it. this is recreation zone for my infiltrators... :E
 PK 04.05.06 12:06:57 no no, buildings should not have custom space like units, they should be built as default ( no modules for them )
 Barloggg 04.05.06 12:05:01 ok, just build high level labs. hmm... what module this will be? and how willl look unit? chassi - concrete platworm. modules - research lab. ok?
 PK 04.05.06 12:03:28 how you imagine to build additional higher level to current labs? we can have upgrade button to make old labs as new ones for big price and choice to build new or old labs as buildings
 Barloggg 04.05.06 11:46:43 about 3 maps. i mean this is tournament mode. not standart dogfight.
 Barloggg 04.05.06 11:46:14 erh... is this mean that we upgrade lab? not build additional but high level?
 PK 04.05.06 11:32:46 sense ... mixing 3 different maps can be option in game .. but not as default i think
 PK 04.05.06 11:32:12 we should have step by step labolatories, low tech labs would give basic speed of research, more advanced more speed, most advanced - best speed. Its step by step like in moo2. Only one last high labs cannot give boost to research because it would make no
 Barloggg 04.05.06 11:08:34 only planetary labs can spend reseach points over maps boosting research speed on battlefield.
 Barloggg 04.05.06 11:07:59 Kill ability? no. all 3 maps independed from other. until line of front is changed.
 Barloggg 04.05.06 11:06:44 I think player who win 1 battle will lose 2 battle.and his map also become available.
 Barloggg 04.05.06 11:06:01 After one player win battle in map 2 map for lose player become available. So losing player take a huge boost to his fire power. Because on reserve map he have a time to prepare army.
 PK 04.05.06 11:05:11 i have to work now ... such maps would kill ability to strike on main enemy base ... they are not too high, because lower research technology would rise the speed of research
 Barloggg 04.05.06 11:04:46 Players make they move in all mapps at one time. So they fight only in middle map map1 and map3 not available for map2.
 Barloggg 04.05.06 11:04:03 Tornament game mode! Planet have at least 3 maps. 1 map for fistrplyer only, 3map for second player only and 2 map for fight them.
 Barloggg 04.05.06 11:03:04 well planetary labs it too high levels for our game. But i have idea how we can use it...
 PK 04.05.06 11:02:10 yes we can do that, but its risky ... mind control would just improve skilss of infiltrator ... telepathic too, just a level in tech, no planetary labs? ( improved autolabs )
 Barloggg 04.05.06 11:01:28 point defence can fire onto missiles. and it is have build in 360 degrees fire destination.
 Barloggg 04.05.06 11:00:22 If you want mind control lets change it to telepathic training? +100% infiltrator experience+50% scanrange
 Barloggg 04.05.06 10:59:17 mind control I dont understand why it is needed.We have only robotic control over most units (MAX principle). so mind control ipplicable only on infantry+infitrators...
 Barloggg 04.05.06 10:58:17 stealth shield. I think it must be a hill for radar range. and make invisible all cells behind it.
 PK 04.05.06 10:58:09 no mind control? it would be the last stage of super infiltrator unit! point defence mount makes no sense ... since unit cannot defend from fire its take
 Barloggg 04.05.06 10:56:08 hmm... infiltrator - just a human with hacking equipment. infantry - same human but with mettallic cannon.
 Barloggg 04.05.06 10:54:43 PK, i updated you TechTree.xls. take a look.
 PK 04.05.06 10:50:50 range of scanners to maybe even 20.
 PK 04.05.06 10:50:23 infiltrator would be ony unit which cannot be customized except better computer and its default gold values. Small scout would already have some stealth value like maybe 15, so they wouldnt be seen so good from wide range. I also propose to expand scan
 PK 04.05.06 10:48:45 even without stealth shields, infiltrator and underwater units would have by default basic stealth technology for more cost of course, I propose to give a stealth meter based on mass of unit and its techs. Less mass gives already some stealth parameter
 PK 04.05.06 10:45:14 bionic chassis couldnt work on tanks or air planes ... makes sense only to human units, while my idea fits to all units and its logical :)
 PK 04.05.06 10:44:01 mounts yes, given by default are F, Fx, Bx, 360. We should have light cannon, normal cannon, and heavy mounted one i think
 Barloggg 04.05.06 10:42:20 about weapons. you wrote basic cannon, medium cannon, heavy cannon... perhabs it is good idea to make mount? point defence, light mount, heavy mount, spinal mount and so on... different research for mounts and different research to weapons...
 Barloggg 04.05.06 10:40:18 Stealth shield is good idea. but i have some comments to use it. need to think about translate...
 Barloggg 04.05.06 10:37:01 So bionic chassi have many effect in one. this is basic radar range (eyes) this is small capacity (backpack), this is good pathfinding.
 Barloggg 04.05.06 10:35:29 PK, i have another idea about stealth units. Lets use MAX principle. Non metallic chassis. Human. (or bionic). Human+Non metallic pistol+nonmetallic hack computer=infiltrator.
 Barloggg 04.05.06 10:24:43 Lord_Ilya. На рабочей 2к МАХ запускается только в режиме рабочего стола 256 цветов... перейди на вкладку совместимость и накликай там чего-нибудь...
 Lord_Ilya 04.05.06 9:54:29 с прискорбием сообщаю что у меня накрылся MAX :((( после установки антивируса и проверки диска МАХ отказываеться запуститься. Приму ценные советы и рекомендации по восстановлению работоспособности МАХа. Винды ХР сервиспак1
 Lord_Ilya 04.05.06 9:51:25 Slavik : Ход в буфере.
 Hruks 04.05.06 6:25:35 Soub: Ход готов. Ушло мылом, как ты и просил.
 guest 04.05.06 4:04:24 PK - Ход в буфере. My last final is tomorrow and I graduate on saturday :)
 PK 04.05.06 3:02:19 in real world one bomber with good missles can sink even battleship with several strikes ( guided missles ). We need to find the balance of defence and firepower somewhere. Its not easy.
 PK 04.05.06 2:59:42 Hmm maybe this 2/3 and 1/3 space is to big distance, lets take 50/75/100/125/ points of space for ship chassis, 25/50/75/100 for ground units and 25/50/75 space for air units ... what do you think Barloggg?
 PK 04.05.06 0:25:59 hmm, KluWolF - where are you?
 PK 03.05.06 23:54:50 Barloggg - new tech tree is in buffer. I have to spread out techs in RP level and maybe add a few techs more. Then i will work to describe them.
 PK 03.05.06 23:14:21 So awac would have medium version of scanner but it would be immune to hills problem. More powerfull radars would have lower % of power drop but more cost of course.
 PK 03.05.06 23:13:16 Terrain units should be 2/3 of ships mass and space, while air units 1/3 only since they have to be light. Huge devices as heavy versions of scanner modules would only apply to big ground chassis and medium sea chassis or above while they wouldnt fit awac
 PK 03.05.06 23:11:12 i belive stealth status of unit should depend on their mass (tons). For example its easier to hide small scout then gunboat ship. I think also about space chassis: ships would have the greatest space, armor and etc, as well as big mass and slowest units.
 PK 03.05.06 18:35:49 terrain and all looks fine except enemy hiding somewhere there! I think its a cool idea to make battle field more deadly. Hills would modify scan range to plus or minus whenever he is behind or top of them. Awac`s scan would ignore such hills.
 PK 03.05.06 18:33:41 units with stealth field or cloacking device also would have their own stealth value powers. Lets say 30 per unit or weight of unit (?). So when scanner scanns his last 5 fields his value is lower from 30 and he cannot detect such units! He sees the
 PK 03.05.06 18:31:32 i got also idea for stealth devices... normal mobile scanner would have value of 100 and range of 16. Each field counting dow from scanner would lower the scan power. So first field would have value of 100 ( perfect scan ), 2nd : 93,75 and so on to zero
 PK 03.05.06 18:02:53 Barloggg - Ход в буфере.
 PK 03.05.06 17:44:05 represenation would be enough ( example ground cannon as icon on unit - even if u got 10 different of them on unit ).
 PK 03.05.06 17:42:57 not really good. I once seen ( in alhpa centaurii or some other game ) 3d view of chassis and while u installed modules on the unit, they were shown on the unit. I know it would be difficult to present all modules and weapons but maybe just a single
 PK 03.05.06 17:41:26 modules are units specials like range expander, phase shifter etc, while cannons are cannons on separate list i think. I imagine number of 4/8/12/16 spaces on list of modules and weapons per small,big,large,huge chassis. Icon non standart unit its
 Barloggg 03.05.06 17:12:25 How about to make 1 module per anything? 10 cannons - 10 different modules. Or add parameter - count of modules?
 Barloggg 03.05.06 16:09:27 PK, Ход в буфере
 Barloggg 03.05.06 15:52:35 limited? no problem. 10 names? 100 names? just make modules big enought, to fill all possible space with 10 modules.
 Barloggg 03.05.06 15:50:46 no picture... just icon. non standart unit...
 PK 03.05.06 15:48:43 limited list, because to block ability to place all types of things into one unit. Longer list in bigger chassis and longest in the biggest one. Shots you wrote are ok. But what about picture of multi cannon unit?
 Barloggg 03.05.06 15:46:14 yes. list. unlimited. but not slots. how many shots units will have? each weapon by single click... i think. and one button fire all....
 Barloggg 03.05.06 15:43:53 hmm... battle pods to expand space of unit? ok, it can be done, but why? How units will look? like a square of players colors... :) until anyone will paint picture for it...
 PK 03.05.06 15:33:08 space on unit. Weight would sum up with construction chassis and armor quantiny and quality. More weight would of course limit the movement of unit.
 PK 03.05.06 15:31:56 also inside systems and weapons should have their: cost, space and weight. Cost woul be the sum up with all units systems and bring total cost to create unit in RAW. about space we talked already but i would like to add thing like battle pods to expand
 PK 03.05.06 15:28:48 one more problem is pictures of units, if you choose to build a default tank it will look as tank and has it systems, but what when in tank you will put scanners and long range AA? How it look like? Enemy should know its not a usual tank anymore.
 PK 03.05.06 15:25:21 i missudnerstand you, yes it has a list of weapons, i think more then 5 but this doesnt matter, so you agree to put such a list in our game?
 Barloggg 03.05.06 15:23:19 no Moo have not slots. this is just a list of weapont. max 5 names(and counts). Slot in my mind is cell. with fixed size and position. like RPG.
 PK 03.05.06 14:59:22 i mean moo2, not other one
 PK 03.05.06 14:58:42 hehe, of course moo2 has slots for weapons, list of modules are below list of weapons ( it has 8 slots to put 8 weapons )
 Barloggg 03.05.06 14:57:50 NO. MOO have no slots!!! just list of modules but not slots.
 PK 03.05.06 14:57:19 moo2 has slots and it doesnt look like rpg but, how you see to place AA cannon, ground cannon, and heavy forward ground cannon in one unit? slots are obvious
 Barloggg 03.05.06 14:57:12 i mean space penalty for use different weapon mounts in one unit. this is good
 Barloggg 03.05.06 14:55:55 mmm. no. i don want to make slots... this is rpg... he-he... just space cost
 PK 03.05.06 14:55:41 space cost and direction of fire is separate thing, of course a good idea to make it happen
 Barloggg 03.05.06 14:54:04 so we can make Cnnon in spinal mount which can fire only forward and attach to it small cannon in point defence mount but constructive this small weapon wiil need different tower. We just increase space for 150% for example.
 PK 03.05.06 14:54:00 but to have different weapons inside units ... slots are a must, dont you think?
 Barloggg 03.05.06 14:51:53 no. different mounts of weapons (AA+ground) will take nonlinear MORE space than different weapons in same mounts
 PK 03.05.06 14:50:57 only one type of weapon per unit? i dont udnerstand
 Barloggg 03.05.06 14:49:50 i mean one weapon if AA modifiction+one waepon in AA modification will use 100%+100% space but one weapon in AA modification + one weapon in groud modification will use 150%+150% of space
 PK 03.05.06 14:49:43 so we would have to resign from global SHOT buy for gold or make something like fast shoots ( gun can fire 2 or more rounds per turn ) or slow ones.
 Barloggg 03.05.06 14:48:44 no i don like guntower idea. and slots idea at all. but may be wecan Group weapons?
 PK 03.05.06 14:47:57 10 slots of weapons would give 10 separate shots ... of 10 different weapons ... crazy :P
 PK 03.05.06 14:47:02 case is how it will apply to damage? ... its hard
 PK 03.05.06 14:46:20 i mean you can mount on tank a medium range cannon of plasma, or heavy mount plasma, or just upgraded plasma with mods ... all this in different slots
 PK 03.05.06 14:45:06 slot is good idea, modification of weapon like you said is still inside each weapon, moo2 has it and it works great
 PK 03.05.06 14:44:14 yes but on ground cannons these cannons would have +1 range since ground cannon is static and high by nature which allows to make more range
 Barloggg 03.05.06 14:43:08 no slot for weapon not good idea. for example cannon+enveloping+autofire modification will use all scpace in guntower.
 PK 03.05.06 14:42:06 inside each unit we would have 10 slots for weapons, each slot can have each kind of weapon i think, free for all information about unit would be helpfull
 Barloggg 03.05.06 14:41:54 hmm so tank is caterpillar+groundguntower(ground canon). Crawler=caterpillar chassi+missile launcher guntower... yes i too not like circles and vote for color coded cells of map
 PK 03.05.06 14:40:26 hmm interesting idea ... yes different color for circles but i would like to replace circles since they are not precise, shadowed fields would be perfect
 Barloggg 03.05.06 14:39:26 may be it is need to use Slots? one slot for guntower which may be AA or Ground only. But inside of guntower we may place some cannons...
 Barloggg 03.05.06 14:38:14 moreover. if unit has some cannons with different firerange how it will appear? some rings?
 Barloggg 03.05.06 14:37:14 well it is confronted by awerall idea. player can install any module he wanted. so i vote for anti air and ground can be placed at one unit. But i think this information make freeware for ooponents. Just two firerange per unit: AA and ground.
 Barloggg 03.05.06 14:32:49 then i choose to win this game. :E PK surrender. This is you last chance to lose.
 PK 03.05.06 14:27:30 We should not fix the antiair cannon with ground one. Player should know that he attacks a cannon that can do this or that, not all in one i think.
 PK 03.05.06 14:26:23 So player will have possibility to make blind units. Buildings will have such a module inside by default. Only specials like scanners or turrets can have custom space and modules inside.
 PK 03.05.06 14:24:21 New game will be started when you surrender or win current one :) . Scan range is simple: make module of basic scan which has little range and takes minimal space on unit. Player will deceide whenever he place it or not.
 PK 03.05.06 14:21:56 Barloggg - Ход в буфере.
 Barloggg 03.05.06 14:12:44 but if then, to how it can be: all original units have different scan range. different scanners? or smooth scale between scanrange and free space in chassi?

    ответы :