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 Post subject: Uber List of Requested Features
PostPosted: Fri 04 May, 2012 1:12 am 
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I'll update this list as I get more ideas. This is for twofold reasons. 1) Blorfy and Richard will have access to a master list so that they know what to include, or just explain better. 2) So that people know what to expect in future releases.

So to get started:

More Stuff:
-> Armor Deflection with beams or cannons
-> Partial Armor Piercing with weapons
-> Partial Shield Piercing with weapons
-> Reflection damage to other ships with beams being deflected off of shields or armor
-> AI AI AI AI AI AI AI AI AI AI AI AI AI AI AI AI AI AI. Yes I know that is only 2 letters repeated several times, but it is a common request, in my own mod, and in the forums, is to be allowed to crack open the AI and change it.

Research: (quote from Arcalane)
-> Allow for properly displaying multiple module unlocks at a given tech level in the research screen - it only displays the name of the first module that would be unlocked.
-> Also allow for multiple unlocks at a given level with differing availabilities, blueprint piece counts (including free), and such.

Modification: (quote from Arcalane)
-> Armour/Shields: Ability to increase or decrease the deflection rate of attacks, independent of the deflection setting of the attack itself.
-> Armour/Shields: Beam deflection? This would probably require (re)writing code for drawing beams to handle the angle of incidence/reflection and so on.
-> Armour/Shields: Ability to define/set resistance levels to damagetypes other than Energy/Projectile/Explosive, if this isn't already possible.
-> Weapons: Ability to define our own damageTypes and what they do

Other:
-> Increase maximum number of link points up from 30.
-> Make the last mod used to remain selected.
-> Ability to choose which section faces which direction for custom ships.
-> Creating new modules/boosters.
-> Choosing the color of our boosters, modules, weapons etc... maybe even have custom color support such as heh, Orange.
-> Allow 'Cascade' to be off for all ships, allied and enemy alike.
-> Changing difficulty modifers. Also changing how the difficulty changes what features in game ie component buy cost, bribe costs, ship damage etc...


Debugging:
-> Ability to unlock components, ships, and tech trees instantly
-> Ability to turn off/on ability to get Achievements
-> Ability to skip Chapter 1, 2, or 3, so that you can test out your mod in later chapters, especially when you are making a far reaching mod that requires a fresh restart, and you don't want to play for 2-5 hours to get to chapter 4 or the like.
-> A tutorial on Console.log for quick changes to instant problems.


DamageTypes:
-> Ability to modify damagetypes in game. In that the particle cannon isn't listed as a projectile so its not affected by armor/hull/shield resistances to projectiles.
-> Makes a weapon that can only be blocked with a similiar type of defense, ie phased weapons can only be blocked by phased shields (Arcalane)
-> Generic damagetypes that can be defined by users to suit their needs.


Ambient Events:
-> Change the composition of rez and data in a comet.
-> Change how many mini comets spawn from a destroyed comet
-> Allow random BIG asteroids to be found.
-> Allow random invasions of zombies in chapter 2 as an ambient event
-> Finding a base that looks like its coubled together from several wrecked station hulls as an interesting ambient event.


UI:
-> Giving a custom startup screen when we can input our own image... kind of like what happens with the WinterHoliday mod.
-> Moving the ABC buttons somewhere else in the Hangar screen.


Systems and Gameplay:
-> Can encounter Huge ships (besides Freighter) in chapter 2, but can't use them.
-> Can change rewards given for side missions, arenas, and secondary missions.
-> Can make new side missions and secondary missions.
-> Can change the newgame start systems to a minimum of 50 (for intense short games) or a maximum of 400 (for long and indepth games).
-> Can choose even greater BH population
-> Can change how high a level a system can go, say to a maximum of 150
-> How to create new chapters
-> How to change the goon clone rate
-> How to add new dialogue and/or new portraits
-> How to create new random ambient events
-> Maybe how to add a new faction? Or even changing existing ones.


Mothership:
-> Allowing for customization by the player, perhaps in the ship customization screen allowing us to change its weapons, its armor sections, and cloak/shields, and adding boosters if we like
-> Adding additional link points to the Mothership.
-> Having split hangars ie... Splitting a Huge Hangar into a large and medium ship.
-> Allowing us to bring the mothership into battle.
-> Changing maximum supply of goons and/or rez for each chapter.


Bases:
-> Making bases better at defending themselves, particularly CIV research and colony bases
-> Making sure bases always have a retinue of 1 to 5 ships actively defending the base, and at least 5 reinforcement waves (currently I believe it is 2)
-> Allow bases to slowly move around and not simply rotate on its axis.
-> Adding a Titan Beam to T3 Bases
-> Allowing the occasional partially repaired base which uses a modified base wreckage with a lot fewer HP, armor and shields and weapons, but left to its own devices will allow that sector to rebuild there destroyed base back to the same tech level.\



Ships:
-> How to create new links (for weapons, turrets, launchers and the like)
-> How to make a ship appear bigger ingame (two reasons; 1) To put more links on them without convulting the interface for a ship, and 2) to make a larger ship have a greater... presence)
-> How to make sure the new link is in the current location
-> Can you copy a ship model in game and add it as another ship ingame... ie copy the Ranger, and give the new ship all missile slots, without overwriting the Ranger
-> Destroyed ships evacuate 100% of available goons aboard.
-> Destroyed ships evacuate 100% of your boarders aboard.
-> Controlling more than 8 ships at once.


Specialists:
-> Changing drop rate on specialists
-> Changing skill percentages
-> Changing the experience requirement for a specialist to "level up"
-> Changing experience given when spaced
-> Changing maximum supply of specialists per chapter
-> Change the maximum number of specialists active at any one point.
-> Allowing enemy ships to use specialists.


Levelling Up:
-> Changing how much data is needed to level up
-> Changing how many tech points you get to spend per level
-> Changing data debt cost of Respecialization
-> Changing how many data orbs drop from destroyed ships
-> Changing how many rez rocks drop from destroyed ships
-> Changing the levels of star systems
-> Changing the tech level cost per tech level ... ie make Tech LV 10 cost 8 points instead of 10.


Rez:
-> Changing how rez rocks break apart (ie a 5 rock evenly breaks into 5 small chunks, but a 10, breaks up into a 5 and 3 small rocks, etc.. )
-> Changing how much rez is in each rock
-> Changing how much rez weighs
-> Changing the spawn rates of specific rez rocks in systems from mining asteroids


Battles:
-> Increasing the total number of ships on the screen at any given point
-> Increasing the number of explosions, debris created, and the duration of exploding ships
-> Increasing the total number of ship reinforcements when attacking a base
-> Increasing the chance of attackers on another base (ie CIV base being attacked by UTA)
-> Unlocking the ROF cap
-> Allowing for more zombie critters on the screen
-> Allowing for more zombie ships/eggs on the screen


Weapons:
-> How to go about creating new weapons?
-> How would you go about adding the Titan Beam into available weapons (Say LV 10 Beam)
-> How would you change the color of a projectile so that I could make a weapon that had a Disruptor skin, but instead of green make it red and add the weapon as a LV 10 Cannon weapon
-> How would I make an EMP missile?
-> How would you go about changing what a weapon is powerful against... ie make a weapon ultra-powerful to armor, but negligble to shield or hull?
-> How to make a gravity beam or cannon.
-> Repair beams.
-> Split up Fixed Weapon Mounts and Utility slots into a two size smallers.
-> Omni-weapon slots.
-> Choose how split turrets/mounts work and how fixed mounts work.


Last edited by Palandus on Mon 04 Jun, 2012 3:14 pm, edited 22 times in total.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 04 May, 2012 1:20 am 
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How to create new links
You can actually do this now, just add them to the end of the list using the offsets as described in the mod doc included with the toolkit

How to make a ship appear bigger ingame
This works too, just change the size at the top of the hull datablock. Everything will auto adjust since the links and collision are all relative

How to make sure the new link is in the current location
This is a harder one. If you had torque, you could use the game builder to visualize link positions better. Otherwise it is a bit of trial and error unfortunately. If you hit ctrl-s in a mod, it will allow you to spawn any ship though, so you can iterate somewhat quickly.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 04 May, 2012 7:43 am 
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How to make ships bigger ingame:

How would I do that exactly? Theres a static figure at the very top of each hull type (ie says something like ship can only be 256 by 256 large and no bigger) but doesn't give a specific size about each individual hull.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 04 May, 2012 11:34 am 
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Joined: Fri 04 May, 2012 11:29 am
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Thought i would add it here rather than make a new thread,

Is there a way to add Hull/Armour/Shield repair beams (lets make the Freighter usefull) to utility slots?
And how about a gravity beam/cannon weapon to slow ships?


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 Post subject: Re: Uber List of Requested Features
PostPosted: Sat 05 May, 2012 4:45 pm 
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So everyone still knows this exists... BUMP!


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 Post subject: Re: Uber List of Requested Features
PostPosted: Sat 05 May, 2012 5:28 pm 
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Oh, good point, I will sticky this


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 Post subject: Re: Uber List of Requested Features
PostPosted: Mon 07 May, 2012 5:49 pm 
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Anyone else got some ideas not on the list?


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 Post subject: Re: Uber List of Requested Features
PostPosted: Mon 07 May, 2012 5:58 pm 
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The only thing I'd like to add is the ability to split up fixed mount and utility points to double smaller ones, just like the turret
viewtopic.php?f=35&t=3112


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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 08 May, 2012 4:16 pm 
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New Mount Linktype; "Omniweapon"

This is different from the "Universal" slot type in that it can only be used to mount Beams, Cannons, or Launchers. As it is I want to make 'Omni' turrets for my Armoury, but using the Universal slot type leads to things like turrets with mass bombs, drone hives, and so on. This is admittedly kind of fun, but also very ridiculous.

Also, possibly the ability to split Shooter type into Beam/Cannon only, or just... well, make our own linktypes and define what can and can't go in which linktype ourselves, I guess?

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 Post subject: Re: Uber List of Requested Features
PostPosted: Tue 08 May, 2012 5:03 pm 
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Joined: Mon 07 May, 2012 1:29 pm
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Move the A,B and C buttons to somewhere else so that mods that expand hangar room does not disable them.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 09 May, 2012 7:58 am 
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Something that would greatly aid modding: more debug commands. Some way to instantly unlock all ships/modules/techlevels/etc.

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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 09 May, 2012 8:13 am 
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Volley
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Arcalane wrote:
Something that would greatly aid modding: more debug commands. Some way to instantly unlock all ships/modules/techlevels/etc.


I think the dev's could add that if they also add a disabling of steam achievements in the mod system.
(With the "debug" command I mentioned in the steam thread)

e.g. (in modsetup.cs)
$DisableAchievements = true; //Set to false if your mod is only cosmetic and doesn't alter the game's balance

(In the "Base" code somewhere?)
$EnableGlobalUnlock = $DisableAchievements; //It's not fair to be able to unlock everything with achievements on)

Will my $EnableGlobalUnlock work if coded like this?
If yes then you can unlock everything when achievements are off and NOT unlock everything when the achievements are on. :)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 09 May, 2012 2:11 pm 
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For systems/gameplay: the ability to muck around with game systems at a high level. E.g. create randomly occurring events like the mothership being attack or the bounty hunter's reinforcing you when at high respect. Or even a fifth faction with new mechanics. :)

Quite possibly infeasible to expose the game to modding of that degree. Also not sure of what philosophy MinMax are about mods - they're clearly not as skeptical as the Civ3 guy who said something along the lines of "give users scripting and they'll stab themselves in the eye with it" - but they might not want the game mucked with at that low a level.

I just know it would be awesome to be able to mod some of the game's most foundational systems like that. :D

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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 09 May, 2012 5:09 pm 
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Keep em coming!


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 Post subject: Re: Uber List of Requested Features
PostPosted: Wed 09 May, 2012 6:43 pm 
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The ability to define armour size per-facing. So, for example, you could make a custom Large ship that uses Huge armour on its frontal plate, Medium on its rear plate, and Large armour for the side facings.

Would be a nice way of tweaking things to fit ships that, say, specifically note having heavier frontal armour as part of their description or whatever.

-------------------

Ed: Modules - the ability to define our own module grade colours, eg; civilian/standard/advanced.

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THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!


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 Post subject: Re: Uber List of Requested Features
PostPosted: Thu 10 May, 2012 8:57 pm 
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Two additions for the list:

Make selected mod default to the last used mod. (Thread: http://www.spacepiratesandzombies.com/forums/viewtopic.php?f=34&t=3166)

Increase link point limit. (Current limit is 30) (Thread: http://www.spacepiratesandzombies.com/forums/viewtopic.php?f=34&t=3189)

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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 11 May, 2012 1:37 pm 
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Armour/Shields: Ability to increase or decrease the deflection rate of attacks, independent of the deflection setting of the attack itself.

Armour/Shields: Beam deflection? This would probably require (re)writing code for drawing beams to handle the angle of incidence/reflection and so on.

Armour/Shields: Ability to define/set resistance levels to damagetypes other than Energy/Projectile/Explosive, if this isn't already possible.

Weapons: Ability to define our own damageTypes and what they do.

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THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!


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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 11 May, 2012 1:39 pm 
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Entire game sourcecode.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 11 May, 2012 5:22 pm 
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Nice idea TNSe, but I highly doubt that, even with the terms of use available.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Fri 11 May, 2012 5:30 pm 
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Worth a try!


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 Post subject: Re: Uber List of Requested Features
PostPosted: Sat 12 May, 2012 3:01 am 
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I'd specifically like to see if you could turn off "cascade" for every ship so that they could fire all their weapons simulateonously.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Sun 13 May, 2012 6:30 pm 
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Bump.


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 Post subject: Re: Uber List of Requested Features
PostPosted: Sun 13 May, 2012 6:38 pm 
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Palandus wrote:
Bump.

Why bump? :o
This topic is stickied. ;)

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: Uber List of Requested Features
PostPosted: Sun 13 May, 2012 7:00 pm 
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Joined: Tue 27 Mar, 2012 11:08 pm
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- externalise difficulty multipliers for difficulty levels, e.g. triple damage on insane instead of double. Moreover, to keep it fair, only allow upwards adjustment of values, not downwards.
- working adjustment of invasion modifiers - bigger and/or more ships.
- enable editing of amount of ships spawned in a mission/ambient event/random event, in order to take into account more player controlled ships due to mods (more hangars, insanity, big beef etc.)

10th


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 Post subject: Re: Uber List of Requested Features
PostPosted: Sun 13 May, 2012 11:01 pm 
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I keep bumping it because people have great ideas posted elsewhere that I have to hunt down and add to the list. They give an idea, but then don't post it here where the Devs will definitely see it.


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