Star Sonata
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Roamers
http://www.starsonata.com/forum/viewtopic.php?f=3&t=49307
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Author:  goett [ Thu Dec 15, 2011 1:52 pm ]
Post subject:  Roamers

Suggestions meant to be LESS abusable and ez to add for devs.

- roamers are abused
- roamers can be very very fun but only when they roam

Changes:
- 15 minutes of total invuln when roamer spawns. With 3x dps (only suggested cause ez fix to stop camping spawn points

OR

Totally random spawn points within respective layer (why is this not in already)

^^. For all roamers even holiday ones.

- certain currently ingame ubers as roamers..
Maus ubers
Uz ubers short of lion/emp

- shorter spawn times
- player / aggro specific coding so ubers increase exponentially in dps and resists per kill. (aggro coding with half decay of aggro would work great. Campers and repeat kills lessened)

Tl;dr. Roamer coding sucks. Some possible ez fixes.

Author:  TheKC [ Thu Dec 15, 2011 2:06 pm ]
Post subject:  Re: Roamers

goett wrote:
Changes:
- 15 minutes of total invuln when roamer spawns. With 3x dps (only suggested cause ez fix to stop camping spawn points


goett ur serios ? its so much easier to render them invisible for certain minutes i guess ;D

Author:  goett [ Thu Dec 15, 2011 2:19 pm ]
Post subject:  Re: Roamers

TheKC wrote:
goett wrote:
Changes:
- 15 minutes of total invuln when roamer spawns. With 3x dps (only suggested cause ez fix to stop camping spawn points


goett ur serios ? its so much easier to render them invisible for certain minutes i guess ;D


I like this better!

Author:  TheKC [ Thu Dec 15, 2011 2:20 pm ]
Post subject:  Re: Roamers

yey win win !! :P

Author:  anilv [ Thu Dec 15, 2011 2:21 pm ]
Post subject:  Re: Roamers

Or just totally random spawn points, as they always should have had...

I also like the idea of roaming Mausoleum ubers, kind of. Not so much for the UZ ones though.

Author:  goett [ Thu Dec 15, 2011 2:33 pm ]
Post subject:  Re: Roamers

With the idea of ez programmability in mInd, if random spawn points are tough to program, why not an ai only roamer only tweak that is force used on spawning:
- ridiculous neg vis -1mil % duration 15 mins no charging req'd 1 energy needed
- +700 speed -99% wt +40k turning +200kthrust


Would be same difference unless the roamer autoaggroes. That could be a major issue.

Some ai might have lighthouses also which would make this pointless.

Author:  goett [ Thu Dec 15, 2011 2:34 pm ]
Post subject:  Re: Roamers

Totally random spawn points would be the best fix. Must be some reason they haven't put it in already.

Set a value for all peril layer or ef etc as A and B. (map can distinguis layers so has to be a value set already)
Set another for gals there that it should not spawn in as c (the work part of this)
A generator to assign gals a series number 1...inf
Randomn numb gen if # =a or b but not c then spawn or if error repeat until a gal# qualifies.

I could create a random gal selecting program from macro without game code just using visual cues and map program from player side so I'm sure there is an ezeay to do this somehow.

Still.. Has to be some reason this isn't in.

Author:  playerboy345 [ Thu Dec 15, 2011 2:36 pm ]
Post subject:  Re: Roamers

goett wrote:
Totally random spawn points would be the best fix. Must be some reason they haven't put it in already.

C3™

Author:  anilv [ Thu Dec 15, 2011 2:37 pm ]
Post subject:  Re: Roamers

There's an admin cloak that makes the ship completely invisible. They could toggle that on for the first 15 minutes after spawn and roam around unseen.

Author:  goett [ Thu Dec 15, 2011 2:43 pm ]
Post subject:  Re: Roamers

anilv wrote:
There's an admin cloak that makes the ship completely invisible. They could toggle that on for the first 15 minutes after spawn and roam around unseen.


Auto aggro ubers it wouldn't fix. Engine wouldn't cover thrusts, lighthouses too.

Author:  biggee531 [ Thu Dec 15, 2011 2:57 pm ]
Post subject:  Re: Roamers

anilv wrote:
There's an admin cloak that makes the ship completely invisible. They could toggle that on for the first 15 minutes after spawn and roam around unseen.


It's not 100%, so not completely invisible :)

Author:  TheKC [ Thu Dec 15, 2011 3:01 pm ]
Post subject:  Re: Roamers

goett wrote:
anilv wrote:
There's an admin cloak that makes the ship completely invisible. They could toggle that on for the first 15 minutes after spawn and roam around unseen.


Auto aggro ubers it wouldn't fix. Engine wouldn't cover thrusts, lighthouses too.


goett again.. dont forget u wanted those Auto agro uebers invincible instead hehehehhe.. was just waiting for you to post that sooner or later ;D

Author:  andezrhode3 [ Thu Dec 15, 2011 3:08 pm ]
Post subject:  Re: Roamers

I can't believe you all overlooked people gremming the AI, critting with rad or tractoring, or even just exploding so many items in proximity to it..

Author:  goett [ Thu Dec 15, 2011 3:13 pm ]
Post subject:  Re: Roamers

Mm so ez temp fix try no 3

The invis as stated
Second OL with 4x dmg and rof on spawning that decays on warp like a Heph OL. That and random spawn time might be enough to prevent ez camping.

Author:  biggee531 [ Thu Dec 15, 2011 3:16 pm ]
Post subject:  Re: Roamers

Just make them spawn dynamically, problem solved.

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