Feature Requests/Suggestions
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Vulcan
Gameop
Joined: Fri Sep 03, 2004 2:00 am Posts: 2041 Location: Acworth, Georgis USA
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Oh, as a friendly reminder the forums may go down for a while, so all be prepared, when they do, then we are completing the move to the new server.
Thanks for the patience on the transfer. And sorry for any inconvience, but is a necessary evil to make the transfer to a better server for all things on this current server.
_________________ Vulcan's Forge v1 TWGS telnet://vulcansforge.homeip.net:2002 v2 TWGS telnet://vulcansforge.homeip.net:23 Forum and site down for now. my Email is vulcan219@comcast.net now
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| Sun Mar 12, 2006 9:36 pm |
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kilroy
Chief Warrant Officer
Joined: Mon May 16, 2005 2:00 am Posts: 155 Location: USA
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Just remember one thing. The more lines of code you add the more bugs you'll get.
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| Tue Mar 14, 2006 12:33 pm |
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Muss
Veteran Op
Joined: Mon Jun 16, 2003 2:00 am Posts: 639 Location: USA
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I think a nice semi-easy feature to add/change is the "Limp List" using "K 2" in game...
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Command [TL=00:00:00]:[1000] (?=Help)? : K
<Mine Scanning>
Scan which mine type, 1 Armid or 2 Limpet ? :
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Would be nice to be able to get ACTIVE limps without have to go thru list of Deployed limps.
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Scan which Limpet type, 1 Deployed or 2 Active ?
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| Mon Mar 27, 2006 3:55 pm |
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Vulcan
Gameop
Joined: Fri Sep 03, 2004 2:00 am Posts: 2041 Location: Acworth, Georgis USA
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Oh, before I forget. A change I think would be great, is to be able to edit the Feds, Fed ships and Fed Space to match the themes that sysops create, like if somenoe wanted the Babalon 5 game edit it would have President Sherriden in the White Star to the rescue, instead of Capt. Zyrian. You get the meaning of this, in Babalon 5 there aren't any Feds and such as in ST.
_________________ Vulcan's Forge v1 TWGS telnet://vulcansforge.homeip.net:2002 v2 TWGS telnet://vulcansforge.homeip.net:23 Forum and site down for now. my Email is vulcan219@comcast.net now
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| Wed Mar 29, 2006 6:11 am |
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wittydemocrat
Private
Joined: Wed Mar 29, 2006 3:00 am Posts: 1 Location: Armenia
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One idea that I had was to construct buildings besides a citadel on your planet. I had thought of a few examples
Hanger – to leave you extra ships
Storage Shed – to leave extra p-torps, g-torps, mines, etc
Dry-dock – to repair your ship
Workshop – to make mines, torpedoes, holds, whatever
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| Wed Mar 29, 2006 8:25 am |
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Grazhoppa
Lieutenant
Joined: Fri Mar 02, 2001 3:00 am Posts: 577 Location: USA
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I'm not sure if it was an offbeat version of TW, or the old text based empire... but I remember being able to dock my ship and use a few turns, in exchange my holds and fighters would be replentished...
That would be nice.
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| Wed Mar 29, 2006 11:14 am |
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idbbssysop
1st Sergeant
Joined: Tue Mar 13, 2001 3:00 am Posts: 31
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ok I don’t know how this would work; or even if possible. Could there be a "Mass" calculated Turn cost.. Ie. If I have a Colonial Transport completely Empty; Why does it cost me as much to move one that is "Full", or a IC with "No fighters" the same one that is "Fully Loaded"...
P.s. Please give me a Turn bank... Or a "Turns per day"/"Turn Max" ratio.. for those who can not play every single day... If I go on a trip I don't want to loose everything because I didn't have internet access for 4 days. IE. Turns per Day = 500; Max Turns = 2,000
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| Thu Mar 30, 2006 3:32 am |
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ccbbs_twgs
1st Sergeant
Joined: Sat Apr 15, 2006 2:00 am Posts: 34 Location: USA
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As aerver side mod: Listing the last few IPs used by each player (helps bust dupes, show in the user edit menu of TEDIT)
Have a sysop config option to raise the max holds above the 255 mark (500 could be destabalizing if implemented wrong but that's true of all options)
I have to second the idea of giving aliens TWarp and Gen torp access. I would sugest a spin on the pirate port letting blue access be SysOp Config with a variable exp/align penalty (drop to zero but then is gone) and a price penalty on all goods and services based on alignment. Pirates will sell to anyone for enough cred
A level 7 citidel with limited photon like offensive capability could be interesting.
Being able to buy a one shot per each photon shield could be useful and maintain balance in some mods.
_________________ Crystal Caverns BBS
66.140.7.156 : 2002
Wherever, Whenever,
Our snipers can drop you.
Have a nice day.
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| Wed Apr 26, 2006 5:54 pm |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1838 Location: Guam USA
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I would like just a few things to rap this version up ; [;)]
Afix so aliens dont do anything to planets in there area , cept their own , and If L6 .. turn it on [:P]
Another would be to fix that window error if your server is priority,
when extern runs , sometimes it runs so fast a window closes and it didnt see it .. and reports error .
I'm usualy up and can see server .. so that isnt too big a deal.
and it doesn't happen often.
But the main thing to complete this version is the alien AI ..but guess that will continue to wait.
Ok , here is some things from a chat with another long time player & GameOp :
Darn .. its gone  I lost the history buffer ..
I'll have Add it later when I can recall everything.
_________________ TWGS V2 Vids World on Guam Port 2002 Telnet://vkworld.ddns.net:2002 Discord @ DiverDave#8374 Vid's World Discord
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 Winners of Gridwars 2010 MBN Fall Tournament 2011 winners Team Kraaken Undisputed Champions of 2019 HHT Just for showing up!
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| Mon May 01, 2006 11:48 pm |
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Admin 1
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 1432 Location: USA
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i would like planet move delay to match ship delay..As it stands this is an unequal distinction and has resulted in an unfair advantage to the scripter. In my younger years this was not my stance when it came to settings and scripts however unlike Beauty,wisdom does indeed favor the old.
Space Ghost
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| Tue May 02, 2006 3:02 am |
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RexxCrow
Captain
Joined: Sat Jun 18, 2005 2:00 am Posts: 2214 Location: USA
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Well, personally, I would love to have a planet that self-detonates itself upon invasion from some jag-off shoeshine tip! [:P]
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| Tue May 02, 2006 4:55 am |
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The Mad Hatter
Chief Warrant Officer
Joined: Wed Nov 07, 2001 3:00 am Posts: 116 Location: Canada
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1) I'd like to see the Stardock finished - Gary told me a long time ago that he had a lot of ideas for it that he'd never had time to implement. I don't remember what all he told me - but I still have a list of stores from my add-on Stardock for V1.0 and would be happy to contribute them - neat things like Uncle Ernie's Used Computers, Honest Horris Trading, and the Ferrengi Embassey.
2) We need some changes to the economics - at present they are a little bit whacked. Reds make too much, too fast, compared to blues (don't forget that Megarob is a bug that was never fixed).
3) The original reason for having the Stardock in open space was so that you had to hunt for it. Since that isn't the case in most games now, the port in Sector 1 (Terra) should also be a Stardock (but this should be sysop settable). Also it should be possible to have more Class 0 ports. Note that while the game will only support one Stardock at present, I wrote a program that turned every port into a Class Zero - which was kind of hilarious as that WASN'T what I had in mind - it's amazing what happens when you change the wrong byte... I think Space Ghost saw it, I know I showed it to Lisa and she was very amused.
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| Tue May 02, 2006 5:07 am |
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