David Bethel
Ok nik mentioned that there are other things that i should be spending my time on other than worrying about things that i think are stupid in the game. So other than the described combat changes, Civilian governements, and bugs, what are there other things i should be looking at ? Then i can have some idea of what needs dealing with....


Ted
Civilian Governments and planetary infrastuctures IMHO should be the next priority.
Personally I would like to see such things as blackmarkets.
These could be set up by anyone if they so wish so as to skim some of the trade from the planets.
Also the ability to set up things like protection rackets,gambling rings and "other" neferious activities again to skim off the trade potential of planets.

I'd also like to see agents/operatives being able to do a bit more to disrupt ongoing research projects with something like a..disrupt research order!!! rolleyes.gif
A risky order,but if successful it causes a reduction in accumulated research mass!
At the moment operatives can't touch ongoing research as technically it doesn't exist until completed!! ohmy.gif
I know I've tried!!! mad.gif

Just a small wish list!!! smile.gif

I do appreciate all the work done so far as well.Keep it up David and Mica!
Cheers laugh.gif
Guest
There is one order I would like to see added to colonies, as a priority, and I believe it has been talked about before.

It should allow you to reorganise your standing production, rather than at the moment where anything added is automatically placed at the bottom of the list.

There is currently a similar mechanism for standing orders, so I would like to see a similar thing for standing production.
Guest_Nik
Exchange complexes.

Buying and selling of luxury goods and markets in general (c.f. http://www.spacious.com/forums/index.php?s...9&hl=sell&st=60 for my suggestion ;-))

When you move to a starbase in another system, ths ship should take the shortest and quickest route.

Have a list of OQs which you don't want to enter (for whatever reason)

Planetary infrastructure.

Changes to Starbase reports so that you have a resource report similar to a mining report.

Exploitation of a resource at less than 100% (e.g. I have a renewable resource where 1 resource complex exploits at 50MU, but the resource only grows at 10MU per week).

A non-SA order where you can get the stats on a resource (e.g. amount remaining so it can be seen if it is being over exploited; can be tied up with Starbase report)

Possibly mercandising factors as this has been mentioned significantly before.

Think that's all for now biggrin.gif

Nik
gordon
Groundcombat

Fighters/bombers and AA.

During the assault on DNA Supernova we had a GP only with Bombers and Fighters several sectors away from the base. When we gave orders for it to assault the base it tried to move there to dock instead of launching the assault from its location. The Bomber/Fighter "Range" is listed as planetwide.


Gordon
David Bethel
QUOTE
When you move to a starbase in another system, ths ship should take the shortest and quickest route.

Does it not do that already ? Is this to do with the moving around quads first issue?

Most of the other stuff is civilian governement related. That covers all money generated from planets infrastructure etc.

QUOTE
Exchange complexes.

Do we still want these - they would not be difficult to set up.

QUOTE
Fighters/bombers and AA
.
Its on the list for combat changes
Mandible
QUOTE (David Bethel @ Aug 23 2004, 10:35 AM)


QUOTE
Exchange complexes.

Do we still want these - they would not be difficult to set up.


Personally I cant wait for this to come, but I would have thought its all tied up in the infrastructure/civilian government changes (given how its a way of interacting with the locals).

As Nik mentioned, I would like the Resource reporting to give more information - yield per complex, drop, stocks left and the change for that week (or something to tell exploitation levels).

I would also like Scientists to show differently - their speciality and bonus to appear on the starbase report and for the Scientist themselves to not appear in the ground combat listing (as mine currently do)...last thing I want is for them to be out on the front line smile.gif

Mark
Nik
QUOTE
QUOTE
When you move to a starbase in another system, ths ship should take the shortest and quickest route.

Does it not do that already ? Is this to do with the moving around quads first issue?


I think so. I don't have any exact examples at work, but I know that if I move from Cyprus, Venice to Chickamauga, Yank then one way uses fewer TUs than the other way. I presume this is because the program doesn't check if you're starting in orbital 15 and ending in orbital 1 for example.

QUOTE
Most of the other stuff is civilian governement related. That covers all money generated from planets infrastructure etc.

QUOTE
Exchange complexes.

Do we still want these - they would not be difficult to set up.


Depends on what the planetary infrastructure will be like, but I'm not sure of the usefullness to be honest.

Nik


Mica Goldstone
QUOTE (David Bethel @ Aug 23 2004, 10:35 AM)
QUOTE
When you move to a starbase in another system, ths ship should take the shortest and quickest route.

Does it not do that already ? Is this to do with the moving around quads first issue?

This happens when in one direction the route is shorter in overall jump distance but longer in number of jumps. There are a few systems where due to the jump distance, the shortest route is not always taken as the ship will attempt a Jump 2, Jump 4, Jump 1 instead of Jump 4, Jump 4. The Acropolis - Titan route in an example.
Sjaak
QUOTE (Nik @ Aug 23 2004, 12:14 PM)
QUOTE
QUOTE
When you move to a starbase in another system, ths ship should take the shortest and quickest route.

Does it not do that already ? Is this to do with the moving around quads first issue?


I think so. I don't have any exact examples at work, but I know that if I move from Cyprus, Venice to Chickamauga, Yank then one way uses fewer TUs than the other way. I presume this is because the program doesn't check if you're starting in orbital 15 and ending in orbital 1 for example.

It looks like that the computer doesn't check where you end in the system.
It first should check where the planet/starbase is located and move accordingly.
An Gamma15 to Beta1 should just take as much time as an Beta1 to Gamma15 route.

At this moment it moves first from Beta1 to Beta10 jump, moves from Beta10 to Gamma15 and continues its tracks.
Steve-Law
Depending on how long until the civilian government thing and whether the local sales will still come from a market, I'd like to see an indication of what trade demand is *left* at a starbase on a weekly basis.

i.e. you have a total weekly demand of 5000, and only sell 3000 on one turn, there should be something that tells you there is only 2000 left, so you don't have to keep checking back and making the calculations (obviously in that case it's easy, but you might sell 234 of one thing, 567 of another, 1673 of something else, etc.)
Sjaak
QUOTE (Steve-Law @ Aug 23 2004, 05:19 PM)
Depending on how long until the civilian government thing and whether the local sales will still come from a market, I'd like to see an indication of what trade demand is *left* at a starbase on a weekly basis.


Check your merchandising capacity instead. Thats mentioned on your printout.. Much easier.
Steve-Law
QUOTE (Sjaak @ Aug 23 2004, 08:48 PM)
QUOTE (Steve-Law @ Aug 23 2004, 05:19 PM)
Depending on how long until the civilian government thing and whether the local sales will still come from a market, I'd like to see an indication of what trade demand is *left* at a starbase on a weekly basis.


Check your merchandising capacity instead. Thats mentioned on your printout.. Much easier.

That doesn't tell you what demand is left just how much you *can* sell. If you always sell to your capacity I'd imagine most starbases will oversell (mine will anyway). I have almost twice as much capacity as demand.
Sjaak
oops. You don't get my idea..
Capacity of the world 200. You got 10 Merchandisings complexes. So you can sell 1000 per week. Then you should stop at the moment you got 800 left.
Sam_Toridan
Think Ted covered all the main areas of interest.
The Infrastructure really has to be a priority as we've been waiting for it for quite some time.
Steve-Law
QUOTE (Sjaak @ Aug 23 2004, 11:22 PM)
oops. You don't get my idea..
Capacity of the world 200. You got 10 Merchandisings complexes. So you can sell 1000 per week. Then you should stop at the moment you got 800 left.

You still have to work things out, and it doesn't tell you anything about trade, drugs or life demand.
Mandible
QUOTE (Steve-Law @ Aug 24 2004, 05:42 AM)
QUOTE (Sjaak @ Aug 23 2004, 11:22 PM)
oops. You don't get my idea..
Capacity of the world 200. You got 10 Merchandisings complexes. So you can sell 1000 per week. Then you should stop at the moment you got 800 left.

You still have to work things out, and it doesn't tell you anything about trade, drugs or life demand.

And if there are multiple bases on the planet, looking at your merc limit tells will not tell you how much is left to sell to the planet.

Mark
Sjaak
QUOTE (Mandible @ Aug 24 2004, 07:18 AM)
And if there are multiple bases on the planet, looking at your merc limit tells will not tell you how much is left to sell to the planet.


Thats why its a bad idea, to give out infomation about the available merchandising.
This is not information that *you* should have access to. Its different with resources as you can see it changing.

If you want to have information about available merchandising then you should get an agent on the other starbases keeping track whats happening
David Bethel
Just as a point of interest civilian governments == infrastructure + more. Basically other than that (and this is not a discussion of how to do that) what is missing.
Sjaak
Another thing: I autorised somebody to pick up an limited supply of goodies and autorized him to deliver some other goodies.

When he picked up the goodies, the qt available was not reduced in my report of that specific base. Sounds like an bug to me.
MasterTrader
I think that most people are agreed that they consider the infrastructure upgrade the most important thing that we are waiting for...

Regarding movement; the problem also arises with planets in different quadrants, where one is outside to ring 10. If I start in Beta-1, say, and am moving to Gamma-13 in a different system, the program will move me first to Beta-10, then jump, then move to Gamma-13. This takes a lot longer than jumping in Gamma-10.

But I know this, and can work around it; as mentioned above, I would be much more interested in knowing what's happening with the infrastructure upgrade! biggrin.gif

Richard
AFT
Mica Goldstone
QUOTE
I would be much more interested in knowing what's happening with the infrastructure upgrade!  biggrin.gif 


We once had a detailed account of how a starbase could improve the planet economy. It was solid, it was perfect except for one tiny little flaw - it was also bollox laugh.gif It was too tied to increasing wealth generated from a planet and if implemented would have destroyed the game in a couple of years.

We have spent the last few months hammering through new ideas that model the development of the world from first colonisation through peak outside merchandising and ending with stable economy driven by a civilian government.

Starbases then perform the role as colonisation co-ordinators, then merchandisers and finally importers and starports for emigration.

The world starts as receptacle for colonists, then forms its own government and finally places demands on the starports in order to service its own ends.

---- all this of course is in principle. There is still a lot of thrashing of the ideas.

Which reminds me, we could do with a pubmeet in November at the Sutton Park. Beer, beer, beer and Phoenix. cool.gif
David Bethel
QUOTE
I would be much more interested in knowing what's happening with the infrastructure upgrade!


Basically when the combat changes are finished, i will do a very basic political access to the via online so that we can access new ppl more easily, deal with a few political issues and then get onto working out/codeing the civ governements (which includes infrastructure).

Dan Reed
QUOTE (Mica Goldstone @ Aug 24 2004, 06:30 PM)
Which reminds me, we could do with a pubmeet in November at the Sutton Park. Beer, beer, beer and Phoenix. cool.gif

Sounds good to me - the Blackpool meets have been sorely missed (at least by me biggrin.gif )

Dan
Sam_Toridan
Not sure if this is the right place to post this but is there any possibility that we could have a section added to political turns listing new political info gained since last turn? This is for info gained from scanning new colonies, finding new items or having info transferred by other players or SA's etc. Its a bit of a nightmare to notice new info as not everything added to your political archive is listed. Also when a SA says the info you are after is added to your archive you may have to wait a week to be able to access it. A new info list would hopefully show up if you did an update on a political and save this annoying wait (plus the whole searching a large page of numbers issue).
David Bethel
QUOTE
When you move to a starbase in another system, ths ship should take the shortest and quickest route.


I Think i have this done.

QUOTE
Have a list of OQs which you don't want to enter


There are real problems doing this since the route is stepped, so any 'avoidance' i implement might loop. I can easily error if you are going to move to a location that has been 'barred' but i'm not sure about manging the avoidance.
Clay
QUOTE (David Bethel @ Sep 18 2004, 11:37 PM)
I can easily error if you are going to move to a location that has been 'barred' but i'm not sure about manging the avoidance.

That's a good idea. It would enable people to still use the Move To orders without having to manually check the routes, and will prevent 'accidents' from happening.
If you put it on your Avoid list, it'll automatically stop your turn if the next move-step will breach those conditions.
You can then manually go around or whatever. smile.gif
Nik
QUOTE (David Bethel @ Sep 18 2004, 01:37 PM)
QUOTE
When you move to a starbase in another system, ths ship should take the shortest and quickest route.


I Think i have this done.

QUOTE
Have a list of OQs which you don't want to enter


There are real problems doing this since the route is stepped, so any 'avoidance' i implement might loop. I can easily error if you are going to move to a location that has been 'barred' but i'm not sure about manging the avoidance.

Stopping the turn with an error would be plenty since it would avoid mistakes. I am starting to wonder whether the idea was a good one, however. For example if you purposely wanted to enter a barred location to for example deliver an agent or attack any positions located there, then what happens? You would need some flag though to override this check for ships or would you take this location off your barred list? May still get messy.

Nik
David Bethel
CODE
For example if you purposely wanted to enter a barred location to for example deliver an agent or attack any positions located there, then what happens? You would need some flag though to override this check for ships or would you take this location off your barred list? May still get messy


Its messy but i can hide it unless its used so it was less upsetting. Basically it requires 3 new orders.
[1] Add restriction
[2] Remove restriction
[3] Active Restrcitons or ignore restrictions

Now 1/2 of me says that the first 2 should be political orders but the info is still going to have to be added to every ship (you can not go loading a political every time you move a ship), which is messy again, hence why its not a perfect idea to have it as a political order.

There is another way of dealing with this. Add restrictions to a system, attached to an affiliation. You could then have a list of restrictions that you listen to on your ship? By default these could all be off, but when you knew that you were friednly with say DTR you could add the 'Abide by DTR restricions'. Most warships/covert ships would never use this so they would not get stopped accidently....



Dan Reed
QUOTE (David Bethel @ Sep 19 2004, 01:10 PM)
There is another way of dealing with this. Add restrictions to a system, attached to an affiliation. You could then have a list of restrictions that you listen to on your ship? By default these could all be off, but when you knew that you were friednly with say DTR you could add the 'Abide by DTR restricions'. Most warships/covert ships would never use this so they would not get stopped accidently....

So the system owner's chosen restrictions would be set within game data and then everybody can choose whether or not to abide by them? If this can be done at some point it seems a far easier way to code in the idea

Dan
David Bethel
QUOTE
So the system owner's chosen restrictions would be set within game data and then everybody can choose whether or not to abide by them? If this can be done at some point it seems a far easier way to code in the idea.


Yup but not the system owner - any aff. Then it can be used for any system.
ie you would have an order to restrict a location for affiliations and an order to abide by aff X restrictions.

They system owner issue needs to be addressed with the civ governments things i think.