Wed Apr 09, 2003 4:53 pm by Xerx
Yes, making euipment and weapons and ammo take up volume in cargo hold; I am doing that to add to my OpenSP MOD. There will be space required for euipment and ammo. If the euipment is mounted; then it does not take up space; it is on the outside of hull. No shield or nanobots loot drop, must buy from Faction friendly base.
This is too make carrying around 100 guns/shields unmounted for a fighter impossible. I am seting the batteries and nanobots to .2 and missles to .1; do not worry about missles, they will be more effective (most do not hit well) and only the larger ships will be able to carry a large complement. Torpedoes will take up even more space.
I want the game to be harder in a smart sense. I have alot of MODlets to add in for a ulitmate Elite style game play. OpenSP 1.1 was the foundation stne for the new universe.
I am adding more cantraband; Pilot faction Escape Pod drops, Vips and Prisoners; Wromhole Radiation damage to varying degree to unstable jump holes; Gunship cruiser patrols for more exciting engagments; Rebalance Factions so that certain items to be obtain must be on real good terms (faction will mean something); Random event wars between house with planets changing alliance back and forth; some real missions via the old bribe offer screen (that wil take time); Dock fee for certain jumpgates; rebalance weapons to shield damage constants to be more interesting; rebalance all prices and levels to make harder; Make engines and powerplants and tractor beam and Cargo Scanner buyable items; limitations are the size to stop putting a heavy fighter engine on a light fighter class (it could be done but it will hog up space.). added in AI regenerating shields as normal.
It will not be a walk in the park anymore, these will be money sink holes and AI routines are being tweaked. Ship Repair Cost increased, it also made it so you can actualy lose parts like wings and weapons in a dogfight a small but significant chance (before it was extremely rare). Although this is for SP; much of it will work in MP.
Added in hull options armor and weight to all euipment; light fighter class loaded light could take out a heavy loaded weighted down pig heavy fighter due to mass....it is a rock, scissor, paper effect between the ships classes. Make for diffenerent ship fighting style (every ship will always have a counter!) makes for smart gameplay. No ship will be worthless. I even made a Miner's ship with a sensor jammer (hacked content.dll) to hide somewhat from Pirates while mining in the field; which clases should get to buy this and efectivenes needs to be tested for balance.
Yes, even the cloak can be activated and deactived by hacking the content.dll via a hot key (i was fixing an annoying bug with hotkeys not working or not-exist for looking a loot; sub-system targeting; Solars; ships only, etc).
For now, I have Random Price Fluctuations and euipment and rooms randomized some on game start only for now. Later I can add in the content.dll to commad it to re-read back in good.ini when loading a new system (in effect a Simulated Dynamic Economy). Oh yes, more ship cross classes variations.
This will take alot of testing to see how the balance goes. The easy but important stuff is being done one step at a time and harder stuff will take even more time. i hope people will still be playing game; but I will always be putting out more content to my Elite\Privateer MOD. I may even script in some decent open ended story in it. It will be a puzzle and will not interfere with game. I wil update your log book to reflect where you are at in the optional Fan boy made missions (it will be huge and interesting; think Privateer 1 original).
Did I foget to tell you about Random Unverse Creator...with options.... never same game twice....
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Give me a house I sleep for the night; give me a hammer, I sleep forever.
Medieval Man had Lock Pick; Modern Man has Hex Editor.