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December 8th, 2006, 06:31 PM
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Corporal
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Join Date: Dec 2005
Location: Bromont, QC, Canada
Posts: 72
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Re: Improving fun in combat
Thanks for the hints, Fingers! I've just realized that there is much potential to be explored in mods. But first, I'll definitely try messing with the PVC as a "radioactive cloud", it looks fun!
One question though: is there any way of having neutral (not allies and not enemies) objects or ships in combat? Things that neither the player's fleet nor the enemies would automatically attack.
The thing with the turn rate is also very interesting. I have explored the ".ini" file format, but not thoroughly.
Will there be a "Weird Worlds 3" in the works someday?
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December 11th, 2006, 02:29 AM
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Sergeant
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Join Date: Jun 2005
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Re: Improving fun in combat
Unfortunately, I can't think of a way to do neutral ship-like objects.. That'd be for the asteroids, I suppose. The space hulk is kind of like that but you'll board them if you click them
Right, the "Weird Worlds 2: Return to Infinite Space for the Third Time: Ever Stranger Adventures in the Fourth Dimension" question... We haven't started anything yet, and there's no telling what we might do, and I kind of like that.
Weird Worlds does its thing pretty well so it's not likely we'll do the exact same kind of gameplay again soon. We could do something different in the Infinite Space universe, or something else entirely... I myself want to experiment with stuff like 3D and network programming when I have some free time.
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December 11th, 2006, 12:22 PM
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Corporal
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Join Date: Oct 2006
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Re: Improving fun in combat
A 30-minutes 4X (exploxe, expand, exploit, exterminate) variant in the WW/SAIS universe would be really cool, where players could chose a race and then build their small empire, expand and then interact with the other races.
Could be run multiplayer over the Internet with some people meeting during their lunch break to fight it out.
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December 12th, 2006, 08:30 AM
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Corporal
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Join Date: Dec 2005
Location: Bromont, QC, Canada
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Re: Improving fun in combat
Jamiri, your proposal would require a whole redesign of the game engine (not to mention multiplayer support)! I'd say it would be a good idea for a WW spinoff (a mini galactic empire game with 3D action, for instance).
Too bad we can't have neutral ships or objects in combat zones. This is something I would have liked. For instance, a civilian ship caught in the crossfire, a totally hostile life form (which would attack every ship in the battlefield), or inanimate objects (such as asteroids or debris).
About the boarding of ships: I think there is a misunderstanding. I was only talking about boarding a ship for salvaging some parts (just like when we board an alien hulk). I was not talking about "stealing" ships. I can only imagine what I could do with a Vent Mother in my fleet... but as you said, that would make things too complicated.
About the presence of planets or stars: I think i had a "StarControl-centric view" on that topic. I understand that ships are in proportion in WW, so yes, planets wouldn't fit in the grid.
About broken ship systems: I was talking about damage that you can't repair onboard. You'd have to have your ship serviced in a homeworld (for a minimal fee). But that's ok, it's not a very important topic anyway.
Now I'll have to finish my "French translation" Mod for WW... or maybe go to sleep...
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December 12th, 2006, 09:48 AM
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Corporal
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Join Date: Oct 2006
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Re: Improving fun in combat
Quote:
Zogu said:
Jamiri, your proposal would require a whole redesign of the game engine (not to mention multiplayer support)! I'd say it would be a good idea for a WW spinoff (a mini galactic empire game with 3D action, for instance).
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Yep, that's what I also had in mind, as Fingers said something about network programming and 3D support as one of his possible future experiments.
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