Forum - Space Odyssey MMORPG - a massive free online space game

Feedback Terminal => Suggestions => Topic started by: Borg! on March 16, 2006, 10:43:29 PM



Title: special marines
Post by: Borg! on March 16, 2006, 10:43:29 PM
i think it would be cool to have "special" marines that give added bonuses to rais or boarding just a throught i think you can add more to it im just throwing the thought out


Title: Re: special marines
Post by: Seither on March 17, 2006, 03:02:59 AM
That does sound cool, like rocket marines that cost 10 creds per and kill more marines, techs that cost 5 and make it less likely the ship blows up, kinda like that.


Title: Re: special marines
Post by: Borg! on March 17, 2006, 07:27:25 AM
yeah thats what i swas thinking basically


Title: Re: special marines
Post by: Charlemagne on March 17, 2006, 08:17:52 AM
That does sound pretty cool... what if we had commando marines which acted as agents and could steal ships off the enemy?


Title: Re: special marines
Post by: Gunfighter Frank on March 17, 2006, 08:40:53 AM
those are called better shields
better shields make marines better


Title: Re: special marines
Post by: BOS on March 17, 2006, 09:38:19 AM
LOL


Title: Re: special marines
Post by: Charlemagne on March 17, 2006, 10:01:05 AM
Hey now Frank, it was just a suggestion... not everyone's played this game as long as you, remember?


Title: Re: special marines
Post by: Seither on March 17, 2006, 03:19:42 PM
Yea, this would add a different element to the game though Frank, that's what we're going for. More strategy, less brute power wins all.


Title: Re: special marines
Post by: Borg! on March 17, 2006, 07:10:23 PM
ive played longer then frank  :P


Title: Re: special marines
Post by: Charlemagne on March 17, 2006, 07:12:57 PM
lol we know, the-borg, we know.  ;) :P


Title: Re: special marines
Post by: Gunfighter Frank on March 17, 2006, 09:24:59 PM
that would be cool but it would get very complicated. I think E has enough on his plate for now.


Title: Re: special marines
Post by: Borg! on March 18, 2006, 11:39:42 AM
im not saying we need it now im just saying it would add more variaty to the game and gunfighter of all people i would think you would like it the most


Title: Re: special marines
Post by: Gunfighter Frank on March 18, 2006, 03:30:40 PM
Ya he could make real Marines enstead of the cowards we got now


Title: Re: special marines
Post by: Seither on March 20, 2006, 07:06:58 AM
yes. But yea, this is a next round suggestion. It's good, but we'd need to iron out some details for Emi, and if possible, find someone who knows the needed code to make it for Sir Emi so he would just have to place it in the game.


Title: Re: special marines
Post by: Chronos on June 14, 2006, 04:20:57 PM
Hmm, here's my take on this.

I believe that this'll make the coding for the marines a heck of a lot more complicated. Instead of having just one long to count the marines and a simple check (in Javanese):

Code:
if ( mBuying > ship.mMax - ship.mHas ) {
    overBought = true;
    mBuying = mMax - mHas;
}

You'd have to use and array, or collection, and have a check that's a bit more complicated (in Javanese):

Code:
...

long getTotalMarines() {
    long total = 0;
   
    for ( long mari : marines )
        total += mari;
   
    return total;
}

...

    if ( mBuying.count > ship.mMax - ship.getTotalMarines() ) {
        overbought = true;
        mBuying.count = ship.mMax - ship.getTotalMarines();
    }

...

And then it's a lot less bug proof and strains the server more. Not to mention he's probably coding this all in PHP, which makes it more complicated.

And then in battles instead of it being (in Javanese):

Code:
...
    long tmp = ship1.marines;
    ship1.marines = Math.max(0, ship1.marines - ship2.marines);
    ship2.marines = Math.max(0, ship2.marines - tmp);
...

It'd be (in Javanese):

Code:
...
    long effect1 = 0;
    for ( int i = 0; i < ship1.marines.size; i++ )
        effect1 += ship1.marines[i] * Ship.marineEffect[i];
   
    long effect2 = 0;
    for ( int i = 0; i < ship2.marines.size; i++ )
        effect1 += ship2.marines[i] * Ship.marineEffect[i];
   
    for ( int i = 0; i < ship1.marines.size; i++ ) {
        long sub = Math.max(ship1.marines[i], effect2);
        ship1.marines[i] -= sub;
        effect2 -= sub;
       
        if ( effect2 == 0 )
                break;
    }
   
    for ( int i = 0; i < ship2.marines.size; i++ ) {
        long sub = Math.max(ship2.marines[i], effect1);
        ship2.marines[i] -= sub;
        effect1 -= sub;
       
        if ( effect1 == 0 )
                break;
    }

...

And that's assuming he can take the most basic approach, it could easily be tons more complicated. And that's not even considering the idea that different marines could have different health. And then, after coding all of this, fully integrating it, and making sure it's not extreemely buggy or glitchy. There's the balancing.

So, it's way more buggy, glitchy, taxing, and'll take a round or two to get it close to balanced. I don't think it'll be coded for a bit.


Title: Re: special marines
Post by: Satan on May 23, 2007, 07:29:56 PM
Why not just make the marines an item, or buy an item that gives tehm bonus training or somehting? with like +10% chance to capture a vessel or anything of teh sort


Title: Re: special marines
Post by: thezerg on May 23, 2007, 07:35:18 PM
um...there is...

and really old post


Title: Re: special marines
Post by: davey boy on May 23, 2007, 09:01:32 PM
well personally i think its fine the way it is but good suggestion


Title: Re: special marines
Post by: AFB on May 24, 2007, 12:47:31 PM
What if you could design marines like ships? The HP and attack are all thats needed( hard to imagine a marine, that carries around a shield or a targetting computer lol)