Use Fleet Cap System for Collective Connections

Post ideas and suggestions on new features or improvements here.
posted on June 17th, 2011, 5:13 pm
I got the idea from this thread.  This does not affect the balance of the game what-so-ever, so it's perfectly safe to try out.

This idea involves scrapping the "Metal" resource as the Collective connections and using the Fleet Cap system instead.  Here's how it would work.

Replaceweapons would be used to "fire" an "object" that increases the number of connections at a specific interval.  Each time a vessel chassis is selected, it "fires" an "object" that uses the said number of slots.  It'll be more math for the player, but it'll free up the "Metal" resource to be used elsewhere.  Game balance would be totally unaffected, you wouldn't get any connections back because the chassis selection uses the connections and not the vessels, just like they do now.  The only problem I see is that for the fleet cap, you might see something along the lines of:

Collective Connections ( 148 / 186 )


That's 38 collective connections.  Which brings up another request.  Instead of displaying how many slots are used total, why not reconfigure it to display how many slots are available.  Like this:

Collective Connections:  38
posted on June 17th, 2011, 6:17 pm
ok, but what precisely is the benefit of this approach, besides that its less visible in the gui and is much more performance and memory intensive?
posted on June 17th, 2011, 6:53 pm
It would free up a resource slot just in case a mod wanted to use that slot for something other than collective connections.  I'm sure that it will not be implemented in a stock Fleet Operations installation but I'm just suggesting it to free up a resource just in case another mod wants to use the metal resource for something other than collective connections.  I hadn't considered that it would be more memory intensive.

I would however, like to see the cap slots available instead of "slots used / total allotted" when viewing the tooltips.
posted on June 17th, 2011, 7:02 pm
Memory Intensive change that doesn't improve stock game = Doom for Boggzie's ancient computer :(
posted on June 17th, 2011, 7:09 pm
I want that mod, but not because of its content  :fish:
posted on June 17th, 2011, 7:13 pm
Drrrrrr wrote:I want that mod, but not because of its content

But because when your opponent crashes, you can claim the victory.

I suspect this won't affect performance very much until mid to late-game.  I'll test that theory and submit the results.
posted on June 17th, 2011, 7:22 pm
So long as there are no overlaps, other races already can use Metal for other things.

You seem to like using fire-able triggers to do everything, but it's a lot simpler to just put the fleet caps on the chassises themselves. That'll cut down your memory usage substantially for a start.

Also, the trouble with using fleet caps is that you can't "up" the limit ingame, like you can using metal/resource.
posted on June 17th, 2011, 7:47 pm
You are already able to use metal for whatever purpuse you like in a mod, the resource itself was not altered, just its usage
posted on June 17th, 2011, 8:04 pm
Last edited by Anonymous on June 17th, 2011, 8:11 pm, edited 1 time in total.
@Atlantis
Actually, you can "up" the limit in-game.  Just make an object use a negative number of cap slots.  As for the fire-able triggers, they're to ensure that the balance is not changed in any way.  If I put them on the chassis themselves, then when the vessel completes, you get free connections.  Or if you're talking about putting it directly on the vessel that's built, you get free connections when the vessel is destroyed.  That would change the balance greatly.  Fire-able triggers would not.

@Atlantis and Optec
I don't like the idea of Collective Connections being used as Neutronium for Tereanan ships/stations/research.  And as far as I'm aware, you can't change the tooltips for resources on a per-race basis except for the "officer" resource.  I could be wrong about that, but I don't think so.

Also, making sure that the Borg don't suddenly gain 20 CC/sec if they assimilated a generator or something would require additional ODFs.  Well, I guess it would be less than what I'm suggesting, but I still think that the fleet cap would be easier overall.




Something else I just thought of, maybe each faction could have their own special resource.  Adding a new resource type every time a faction uses a special resource.  I have a theory on how to keep from having to restructure everything every time a resource is added.
posted on June 17th, 2011, 9:37 pm
You have yet to answer the question: "How does this benefit Fleet Ops?"

It looks like the answer is "It doesn't". You are (again) demanding that the devs make changes to how FlOps works, so you can do what you want for your mod.

So tell us, how does this benefit Fleet Ops?

And why don't you just use a fleet cap system for Neutronium?
posted on June 17th, 2011, 10:05 pm
Atlantis, I made sure that this sounded like an idea/request.  I even acknowledged that it might not be implemented into a stock installation of Fleet Operations.  How can you possibly say that it's a demand?  I'll admit that there is no visible benefit to it yet, but that doesn't mean that the request is solely to benefit my mod.  It was posted as an idea/request that I made very clear was an idea/request and the reason is also clear (or so I thought).  I don't posts requests without posting the reason.  If the reason is not clear, then I apologize.  If the request sounds like a demand, then I apologize.

As to why I won't use it for Neutronium, the Borg only require a dozen or so ODF files (13, I counted them) and the connections required are an integer value and they act like a cap.  The Neutronium would be on every vessel at every rank and would require hundreds, maybe thousands of ODFs and it does not act like a cap, it acts like a resource.  On top of that, it's a floating pointer, not an integer.  Plus, the tooltips for resources cannot be changed on a per-faction basis.

That's 4 strikes against using Neutronium as a cap, but only 1 strike against using Collective Connections as a cap.
posted on June 17th, 2011, 10:38 pm
As Optec mentioned you can use the metal resource for different races, and have it be two completely different resources for each race. For instance the Borg can use it and in their gui it's called Connections, and if another race uses it in their gui it can be called whatever else you like (Neutronium) I believe. You can easily change the color of how the resource appears for each race, so the player that does not know better will think they are completely different resources. I use this trick in my Sigma mod as almost every race uses completely different resources, yet if you look carefully at the files it's all Supply and Metal technically. You might want to experiment with the "gui_interface.cfg" for general resource properties and "gui_*insertracenamehere*.cgf" files in the misc folder as you can alter the way resources appear to different races here. This command might come in handy:

resource_#_color = 0.2 1 0.4
posted on June 17th, 2011, 10:47 pm
Did you get the resource tooltips and names to appear differently with each faction?  If so, how?  I know about the interface changing the color and icon of the resource, but it's the tooltips I'm worried about.  How the resource tips would appear based on what faction you are.  And the fact that the Borg may accidentally get way overpowered if they assimilate a Neutronium replicator.

PS:
I have tried Sigma, but I know almost nothing about how it works or how it's supposed to be played, so I haven't played it much (4 or 5 times total).  Sorry.
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