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Author Topic: special marines  (Read 7731 times)
Borg!
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« 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
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« Reply #1 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.
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« Reply #2 on: March 17, 2006, 07:27:25 AM »

yeah thats what i swas thinking basically
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« Reply #3 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?
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Gunfighter Frank
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« Reply #4 on: March 17, 2006, 08:40:53 AM »

those are called better shields
better shields make marines better
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« Reply #5 on: March 17, 2006, 09:38:19 AM »

LOL
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« Reply #6 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?
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« Reply #7 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.
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« Reply #8 on: March 17, 2006, 07:10:23 PM »

ive played longer then frank  16
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« Reply #9 on: March 17, 2006, 07:12:57 PM »

lol we know, the-borg, we know.  ;) 16
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« Reply #10 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.
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« Reply #11 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
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« Reply #12 on: March 18, 2006, 03:30:40 PM »

Ya he could make real Marines enstead of the cowards we got now
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« Reply #13 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.
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« Reply #14 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.
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