UBBFriend: Email This Page to Someone!
  SubSpace Zone Forums     [all categories]
  SSCX Star Warzone
  new ideas/continuum

Post New Topic  Post A Reply
profile | register | preferences | faq | search

next newest topic | next oldest topic
Author Topic:   new ideas/continuum
DEAF
Moderator

Posts: 194
Registered: Aug 2000

posted 11-06-2001 04:35 PM     Click Here to See the Profile for DEAF     Edit/Delete Message Reply w/Quote
Finally, it seems like continuum might have something going for it rather than stopping twister and some other lag cheats

If 0.37 works out, i suggest we go continuum only so we can add new ideas like:

* made ship radius part of ship settings so it is possible to make ship that
squeezes through 1 tile wide hole or a capital ship with size 5x5 tiles (you can
also make appropriate graphics for it using graphics download functionality)

* added map graphics objects. map designers can place any image (also animated
images) anywhere on the map now, so map design is no more limited only by
tileset. further more, these graphics objects can be attached to certain events
(enter zone, enter arena, death, kill) or commands issued by moderators. it is
also possible to move these objects around using bots

* added screen graphics objects. screen graphics objects are similar to map
graphics objects, only they are not in certain place on the map, but user
screen. some ideas for screen objects: arrow pointing to enemy with flags,
powerball, etc, controlled by bot; clock showing time till end of league game,
splash screen when you enter zone

caps that were 5 x 5 tiles would be sweet, then we could have a map where some places were inaccessible to caps, and fighters have to go through, or maybe just shortcuts for fighters in bases, just some ideas

more at ../ubb/Forum21/HTML/000795.html

DEAF

IP: Logged

Chicken-Man-
Member

Posts: 158
Registered: Oct 2001

posted 11-06-2001 05:50 PM     Click Here to See the Profile for Chicken-Man-   Click Here to Email Chicken-Man-     Edit/Delete Message Reply w/Quote
some nice ideas deaf, prtty cool, but a big cap or a small fighter would take some gettin used to, thee map designing sounds cool
CM - swz forever

IP: Logged

doctord
Moderator

Posts: 93
Registered: Apr 2001

posted 11-06-2001 08:15 PM     Click Here to See the Profile for doctord   Click Here to Email doctord     Edit/Delete Message Reply w/Quote
I thk the lag issues need to be ADDRESSED first before any other changes are made that might increase lag further.

DOC

IP: Logged

just a decoy
Member

Posts: 253
Registered: Oct 2000

posted 11-06-2001 08:57 PM     Click Here to See the Profile for just a decoy   Click Here to Email just a decoy     Edit/Delete Message Reply w/Quote
These new features are going to be so fun to play around with. I am sure swz will end up using/testing them. SWZ sometime in the near future will go continuum only, as will all zones connected to ssc billing.

Doc: pm is working with the lag settings and I think the plan is to be more laxed about them. A big part of swz lag has to do with evil exodus (just do a trace).

Unless a more stable host is found (remember this is free folks) or someone is willing to donate $$ or a free host we have to use what is available to us.

Compared to some other online games that you have to PAY for. SSCX is really not that laggy. It's a double edged sword. If they allow higher pings/ploss then ppl complain about tanking and lagging into bases...

IP: Logged

Chicken-Man-
Member

Posts: 158
Registered: Oct 2001

posted 11-07-2001 08:12 AM     Click Here to See the Profile for Chicken-Man-   Click Here to Email Chicken-Man-     Edit/Delete Message Reply w/Quote
ugh wrong post
CM - swz forever

[This message has been edited by Chicken-Man- (edited 11-07-2001).]

IP: Logged

Raynor
Moderator

Posts: 910
Registered: Aug 2000

posted 11-07-2001 10:21 AM     Click Here to See the Profile for Raynor   Click Here to Email Raynor     Edit/Delete Message Reply w/Quote
fighters 2x3 or 2x2 (dont know what they are now) and caps 5x5 or 4x5, that would be cool, a swz cap is just a strange small ship with to many nrg, this way it becomes a bit more fun and realistic.

Rayn

IP: Logged

Slyth
Member

Posts: 461
Registered: Dec 2000

posted 11-07-2001 03:28 PM     Click Here to See the Profile for Slyth   Click Here to Email Slyth     Edit/Delete Message Reply w/Quote
I love it. I'd like to know what would happen when a cap is turreting on a fighter. Would it be large or small?

IP: Logged

just a decoy
Member

Posts: 253
Registered: Oct 2000

posted 11-07-2001 04:02 PM     Click Here to See the Profile for just a decoy   Click Here to Email just a decoy     Edit/Delete Message Reply w/Quote
I would guess small slyth. So for tight spots in a base cap would either need to take the "long" route or turret a smaller ship. So you would not want to attach to a noob for a ride as they like to kick you off sometimes

These new features once we go cont only would require a new map if we plan on using the larger/smaller ships. Plus with the new graphics we can use the possabilities are endless.

IP: Logged

Chicken-Man-
Member

Posts: 158
Registered: Oct 2001

posted 11-07-2001 04:13 PM     Click Here to See the Profile for Chicken-Man-   Click Here to Email Chicken-Man-     Edit/Delete Message Reply w/Quote
what about vise versa to sly's question?? fight turretting cap?
CM - swz forever

IP: Logged

Slyth
Member

Posts: 461
Registered: Dec 2000

posted 11-07-2001 04:58 PM     Click Here to See the Profile for Slyth   Click Here to Email Slyth     Edit/Delete Message Reply w/Quote
would be kinda funny when a cap turreting on a fighter flies through a small tube and the fighter dies

IP: Logged

TPS
Member

Posts: 1647
Registered: Sep 2000

posted 11-08-2001 03:00 AM     Click Here to See the Profile for TPS   Click Here to Email TPS     Edit/Delete Message Reply w/Quote
Hmmmz, a point there Slyth Isn't there a way to make it warp back to the entrance of the tube? Sorry I don't know what is and what isn't possible, hence this question.

And btw, big caps and small fighters is realistic yes, but caps "shrinking" when turreting??

I'd love to give all this stuff a try though, so for once drop that line.
*The settings will not be changed*. =P

-TPS

*edit: typos in a small post grr

[This message has been edited by TPS (edited 11-08-2001).]

IP: Logged

Demonspike
Member

Posts: 162
Registered: Jan 2001

posted 11-11-2001 11:53 PM     Click Here to See the Profile for Demonspike   Click Here to Email Demonspike     Edit/Delete Message Reply w/Quote
Just wonder, how interesting will a game be if the cap ships can't attach, or rather, attach at a very high bounty that they can't green? Pretty interesting as teh caps gotta stay alive in base, cuz if they don't they gotta rocket all the way back

IP: Logged

All times are ET (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | ForumHQ

Powered by: Ultimate Bulletin Board, Version 5.43d
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.