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9 total messages Started by Seeker Fri, 08 Jan 1993 09:25
BUG?!
#405
Author: Seeker
Date: Fri, 08 Jan 1993 09:25
52 lines
2272 bytes
	There is a debate currently going on in the lewis game in which a ground
telescope was docked with another ship, and that ship was sent off to some
unexplored starsystem, at which point the telescope was undocked, and sent
of drifting in the system.

	The telescope could then be used to examine the previously unexplored
planets in the system.  There is no doubt that this should not be able to 
happen, but it also brings about a bigger question...  Should *any* ship
with a max_speed of zero be allowed to even *leave* the planet?

	Right now the following ships have their max_speed set to zero:

a Atmosph Process    
@ Govrnmnt. Cente   
G Gamma Ray Laser  
F Factory          
[ AVPM Transporte  
P Planet Def Net   
q Quarry           
K Space Plow       
Y Dome             
W Weapons Plant    
J Space Port       
& ABM Battery      
R Mech               
b Bunker            


	Out of all of these, the only one I can see that should be allowed to
leave the planet is the Mech's.  

	The reason I am bringing this up, is in several files there are 
tests to prevent certain ships from being docked or undocked.  For example
in land.c it prevents quarries from being loaded, and in launch.c it 
prevents factories from being loaded.   I am trying to come up with identifier
to determine if a ship can be docked with another ship for the purpose of
leaving the planet.  

	What ships should be allowed to leave the planet?
	
	Personally I think the only ones that shouldnt be allowed to leave are
Factories, and Ground telescopes, and maybe bunkers.

	Seeker
-----
John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu
-----
Space is big.  You just won't believe how vastly, hugely, mind-bogglingly
big it is.   I mean, you  may think it's a long  way down the road to the 
drug store, but that's just peanuts to space.
-- "The Hitchhiker's Guide to the Galaxy"
Re: BUG?!
#406
Author: A Ghost Walking in the Shadows
Date: Fri, 08 Jan 1993 09:37
40 lines
2023 bytes
In article <9301080923.AA10405@JETHRO.CS.NYU.EDU> deragon@JETHRO.CS.NYU.EDU (Seeker) writes:
>
>	There is a debate currently going on in the lewis game in which a ground
>telescope was docked with another ship, and that ship was sent off to some
>unexplored starsystem, at which point the telescope was undocked, and sent
>of drifting in the system.
>
>	The telescope could then be used to examine the previously unexplored
>planets in the system.  There is no doubt that this should not be able to 
>happen, but it also brings about a bigger question...  Should *any* ship
>with a max_speed of zero be allowed to even *leave* the planet?

Yeah, I've known about this ground telescope thing for a while. 
Just never seemed that big of deal.
Oh, can we make telescopes / instead of \, so I can use the \ for
backquoting and other things in the client. Thanks.


>	Right now the following ships have their max_speed set to zero:
>

>a Atmosph Process    - Load on ship on planet
>@ Govrnmnt. Cente    - Should never leave a planet
>G Gamma Ray Laser    - stays on planet
>F Factory            - Can be on a H btw.
>[ AVPM Transporte    - planet based
>P Planet Def Net     - gee wonder. planet.
>q Quarry             - transportable
>K Space Plow         - ditto
>Y Dome               - ditto
>W Weapons Plant      - Factory of sorts. :)
>J Space Port         - planet
>& ABM Battery        - planet. type of PDN
>R Mech               - wonder. you cover already
>b Bunker             - planet


My opinion.

Evan
Re: BUG?!
#407
Author: Gernot FUCHS
Date: Fri, 08 Jan 1993 13:02
16 lines
1108 bytes
Hello,

well, though R's have speed zero there MUST be the possibility for them
to leave the planet they are built on for obvious reasons.

Another thing i've often noticed it, that the automatic defense function
for ships (retaliate) is IMHO much too weak, because the hitprobability
is much lesser than the one of the attacker. This is caused by the fact,
that this function is only called when the ship gets a direct hit. To my
opinion the ship should retaliate fire at that moment the enemy ships
take it under fire, so the hitprobability would be equal to the one of
the attackers (a hi-tec product like a hypercapable deep-space-ship is
IMHO supposed to have the tecnology to detect enemy fire not only by
getting hit ;)

-Gernot M. Fuchs (MuadDib/Fremen)
Re: BUG?!
#408
Author: Mike Varney
Date: Fri, 08 Jan 1993 14:40
12 lines
1046 bytes
gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>well, though R's have speed zero there MUST be the possibility for them
>to leave the planet they are built on for obvious reasons.

How about giving Mech's a max_speed of like 2 or 3?  Is there any reason why
they shouldn't be flown?  Obviously, they should not go very fast, and they
definately should not have hyper technology.

But giving them a max_speed like this would allow the distinction that if 
(max_speed==0) they can not be loaded into another ship's hanger.

							Mike
Re: BUG?!
#410
Author: Christopher Fodor
Date: Fri, 08 Jan 1993 17:36
9 lines
960 bytes
In article <1993Jan8.130218.1503@email.tuwien.ac.at> gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>that this function is only called when the ship gets a direct hit. To my
>opinion the ship should retaliate fire at that moment the enemy ships
>take it under fire, so the hitprobability would be equal to the one of

Then I would just fire one gun with a small expendable ship until I
ran you out of destruct!

Chris
Re: BUG?!
#411
Author: Mike Varney
Date: Fri, 08 Jan 1993 19:29
15 lines
1114 bytes
cs178waj@sdcc5.ucsd.edu (Christopher Fodor) writes:

>In article <1993Jan8.130218.1503@email.tuwien.ac.at> gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>>that this function is only called when the ship gets a direct hit. To my
>>opinion the ship should retaliate fire at that moment the enemy ships
>>take it under fire, so the hitprobability would be equal to the one of

>Then I would just fire one gun with a small expendable ship until I
>ran you out of destruct!

>Chris

It's parts of the game like this that promote strategy....

							Mike
Re: BUG?!
#414
Author: Taquin Ho
Date: Sat, 09 Jan 1993 11:52
33 lines
2172 bytes
In article <varneyml.726504025@wckn.dorm.clarkson.edu> varneyml@wckn.dorm.clarkson.edu (Mike Varney) writes:
>   Date: Fri, 8 Jan 1993 14:40:25 GMT
>
>   gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>   >well, though R's have speed zero there MUST be the possibility for them
>   >to leave the planet they are built on for obvious reasons.
>
>   How about giving Mech's a max_speed of like 2 or 3?  Is there any reason why
>   they shouldn't be flown?  Obviously, they should not go very fast, and they
>   definately should not have hyper technology.
>
>   But giving them a max_speed like this would allow the distinction that if 
>   (max_speed==0) they can not be loaded into another ship's hanger.
>

	Why send a Mech into space? Aren't Mechs meant to be ground based
	heavy armored tanks for close quarter battles? Like the ones you
	see fighting the rebels in Terminator I and II, or the walking
	robots from the Star wars trilogy.

	If you want space control use your fighters or other ships. And if
	you want to move Mechs to other planets, well, T's dont have
	hanger space for nothing.

	/Taquin
--
----------------------------------------------------------------------------------------
Taquin Ho, Amanuensv. 3/309, 104 05  Stockholm.        E-Mail: d89-tho@nada.kth.se
Royal Institute of Technology, Stockholm, Sweden

 "Like flies to wanton boys are we to the Gods, 
			they kill us for their sport." - W. Shakespeare
----------------------------------------------------------------------------------------
Re: BUG?!
#415
Author: Mike Varney
Date: Sat, 09 Jan 1993 15:37
25 lines
1759 bytes
d89-tho@drax.nada.kth.se (Taquin Ho) writes:
>	Why send a Mech into space? Aren't Mechs meant to be ground based
>	heavy armored tanks for close quarter battles? Like the ones you
>	see fighting the rebels in Terminator I and II, or the walking
>	robots from the Star wars trilogy.

>	If you want space control use your fighters or other ships. And if
>	you want to move Mechs to other planets, well, T's dont have
>	hanger space for nothing.

>	/Taquin

I always had them figured for combination flying/walking robotic type deals,
like in all them cartoons.  They could fly from place to place, but you
wouldn't set very many speed records.  Hence a speed of like 1 would still
point to using other ships as transporters; however, this would let you
use a (max_speed==0) distinction for things which could not be loaded into
hangers.  Then you wouldn't have to do something like add another field to the
structure,wchich would prevent current game runners from upgrading to the
new code.

							Mike

P.S. - The mention of the T's reminded me... wasn't there talk of removing
either the hyper ability of Ts or their hanger?  Was anything like this done?
Re: BUG?!
#416
Author: jim
Date: Sat, 09 Jan 1993 18:20
20 lines
1320 bytes
cs178waj@sdcc5.ucsd.edu (Christopher Fodor) writes:

>In article <1993Jan8.130218.1503@email.tuwien.ac.at> gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>>that this function is only called when the ship gets a direct hit. To my
>>opinion the ship should retaliate fire at that moment the enemy ships
>>take it under fire, so the hitprobability would be equal to the one of

>Then I would just fire one gun with a small expendable ship until I
>ran you out of destruct!

>Chris

My favorite tactic!
I'd be glad to code up a target acquisition scheme, where retaliation
is set to fire on targets within a specified range. This will let
your ships wait until the enemies gets within killing range.
May also help to have a way to rank targets... so that your ships will
target the C in that cluster of enemy ships , as opposed to the
shuttles that are firing at your D...
:)
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