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- From: doosh@best.com (Tom Holub)
- Newsgroups: rec.games.netrek,rec.answers,news.answers
- Subject: rec.games.netrek Frequently Offered Clever Suggestions list, Part 2/2
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- Date: Sun, 2 Dec 2001 12:01:26 +0000 (UTC)
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- Archive-Name: games/netrek/suggestions/part2
- <a name="21"><h4>
- 21. Add ship collisions.
- </h4></a>
-
- <strong>Problem:</strong><br>
- It would be neat to have ships collide.
- <p>
-
- <strong>Proposal:</strong><br>
- Have ships either damage each other on collision or bounce off in some
- elastic manner.
- <p>
-
- <strong>Why Not:</strong><br>
- Bouncing ships would be, well, weird. Crunching ships in a BB by rolling
- over them would be amusing, but probably wouldn't add much to the game.
- <p>
-
- However, there are more serious considerations. First, consider what happens
- if you are cloaked ogging somebody, and collisions do damage. Now you don't
- even need to uncloak to kill the other guy; just run into him. Makes
- avoiding oggs nearly impossible, especially since you can't pressor the
- attacker away.
- <p>
-
- Second, suppose you are cloaked taking a planet. As it is the defenders have
- to locate you and hit you with enough torps/phaser hits to blow you up.
- Escorts can det torps to keep their takers safe. Collisions make it far
- easier to defend planets: whether the collisions bounce or do damage, planet
- defenders can simply cloak and fly over the planet and have a good chance of
- destroying you or at least knocking you off. They don't even have to uncloak
- anymore, making it harder for the escorts to do something useful. And if
- collisions bounce, you can just knock the escorts into the planet takers.
- Heck, if you want to defend a planet, just sit right in the middle, and
- nobody else can orbit.
- <p>
-
- This last issue is a strong reason for disallowing collisions between
- friendly players: you could never have more than about four people in orbit
- at once, and getting more than two in orbit would require a minor feat of
- coordination.
- <p>
-
- <hr>
- <a name="22"><h4>
- 22. Give planets gravity or motion.
- </h4></a>
-
- <strong>Problem:</strong><br>
- Planets are boring.
- <p>
-
- <strong>Proposal:</strong><br>
- Give planets a gravitational attraction. Also, make them move around, perhaps
- in some sort of localized circular pattern.
- <p>
-
- <strong>Why Not:</strong><br>
- Gravity is really sort of silly. It won't do anything but make it harder
- to get away from a planet. Might be useful for dodging sideways or running,
- but you either need to make it too weak to be interesting or too strong
- to be playable.
- <p>
-
- Moving planets is harder than it seems. The client wasn't designed to allow
- planets to move. You will also increase the amount of network traffic (by
- quite a bit, since planet positions are currently only sent right after you
- log on) and the CPU load, which are Bad Things. It really isn't all that
- exciting anyway. It can change the galaxy around making Kli or Ori space
- more "fair", but any serious amount of movement will have to be carefully
- tested so you don't end up with cluster-galaxies and huge neutral zones.
- It's been done once or twice and hasn't been really popular.
- <p>
-
- <hr>
- <a name="23"><h4>
- 23. Set up an invitation-only clue server.
- </h4></a>
-
- <strong>Problem:</strong><br>
- There are so many clueless weenies flying around that I'm not having fun
- anymore.
- <p>
-
- <strong>Proposal:</strong><br>
- Set up a clue-only server. Access would be by invitation only, with players
- selected by the admin or invited automatically after achieving a certain rank
- on certain servers.
- <p>
-
- <strong>Why Not:</strong><br>
- It's been tried. auk.warp.cs.cmu.edu was run this way, and nobody ever
- played there.
- <p>
-
- There are two fundamental problems with the proposal. First, the invitation
- mechanism is bad. Either the server admin has to spend a fair amount of time
- adding players and passwords, or it has to be done automatically. However, as
- discussed earlier, rank is a horrible indication of clue, talent, and skill.
- Automated systems will be prone to adding clueless players with lots of hours
- or missing clueful players who just don't care about rank (or reset their
- stats).
- <p>
-
- Even if that were solved, there's another problem: it's not easy to get 16
- clueful players in one place at one time. Players come in and out constantly.
- Getting it organized is a pain and is just too inconvenient for the players
- to make it worth doing.
- <p>
-
- auk failed miserably because nobody worked to get the players there (apparently
- it was also a bit on the slow side). If you propose this, be prepared to
- accept the burden of organizing it. Many people have said, "somebody should
- do this", but nothing will happen until "somebody" steps up and does it.
- <p>
-
- If you want to set one up, feel free, but don't expect much UNLESS you are
- willing to spend a LOT of time massaging the player database, sending e-mail
- to players, and doing general organizational stuff.
- <p>
-
- One acceptable alternative is the "minimal clue" system that Nick Trown came
- up with. Basically, after you sign in the server tells you to send a message
- to yourself. If you don't, you get blown up, and eventually get kicked out.
- All this does is require the player to have the message window *mapped*,
- which is a big step toward playing in a clued manner. It has been tried and
- generally accepted as a Good Thing, though many feel it doesn't go far enough.
- It's now in the vanilla server, and most Bronco servers have some form of
- clue-checking.
- <p>
-
- The common scheme these days is to announce "clue games" on rec.games.netrek
- the clue-pickup mailing list, and/or the Netrek Game Board. See
- <a href="http://www.best.com/~doosh/netrek/netrekFAQ.html#25">The Netrek
- FAQ</a> for details on accessing these resources.
- <p>
-
- <hr>
- <a name="24"><h4>
- 24. Allow ships to drop mines.
- </h4></a>
-
- <strong>Problem:</strong><br>
- There just aren't enough ways to kill things.
- <p>
-
- <strong>Proposal:</strong><br>
- Allow ships to drop mines which explode when you run into them.
- <p>
-
- <strong>Why Not:</strong><br>
- The first thing to ask yourself is, what good are they? A new way to
- runner scum? Maybe it's supposed to garrison an SB or planet? Or is it
- just a new toy added for the hell of it?
- <p>
-
- They aren't really all that useful unless you want to give them serious
- damage capability (say 150 points - otherwise I'll come by in an AS and soak
- up half a dozen), in which case they'll be used either while running away at
- maxwarp or during oggs, essentially giving you a single big torp. If you
- make them more expensive than torps, they won't get used here, but when will
- they be used?
- <p>
-
- Guarding an SB? Just steer around them, or send a suicide minesweeper in.
- For a planet? Maybe. It might slow down SC-taking. If they can be destroyed
- with phaser shots though then they're pretty much worthless. On the other
- hand, during an LPS you could have everyone on your team drop a mine on the
- home planet, making it impossible to take.
- <p>
-
- One proposal was to allow SBs to either fire torps or mines (i.e. you would
- choose on an individual basis whether what you fire is going to be a torp or
- a mine). This restricts the #of mines active by essentially crippling the
- starbase every time it drops one. It also requires that the team HAVE an SB
- for them to work at all. Something like this was tried on Calvin.
- <p>
-
- At any rate, all mine proposals have one major flaw: how to display them.
- Unless you want to force a change to the client code, you have to represent
- them with a player's torps, plasmas, etc. Unfortunately these tend to look
- just like vestigal torps which were "forgotten" by a UDP connection, so
- remote players tend to slam into them (or end up swerving around bogus torps).
- If you want to get fancy (say, have two standard torps orbiting each other)
- you will be using two torps per mine (which might not be a bad thing).
- <p>
-
- If you're going to propose this, you need to consider:
- <li>who gets them (ship type, #of kills, rank)
- <p>
- <li>how many each person/team gets
- <p>
- <li>how they are drawn (plasma, photon, phaser, Iggy?)
- <p>
- <li>how they are removed (only on collision, at request of "owner", when
- phasered, when plasmaed, after n seconds)
- <p>
- <li>how much damage they do (point-blank damage + blast radius)
- <p>
- <li>whether or not they can be tractored/pressored/beamed
- <p>
- <li>whether they can be dropped while cloaked (VERY bad idea)
- <p>
- <li>who causes them to explode (other team, everyone, all != owner, non-cloakers,
- just cloakers, other exploding mines)
- <p>
- <li>who takes damage (other team, everyone, all != owner)
-
- The really hard part is making them useful but not abuseable.
- <p>
-
- <hr>
- <a name="25"><h4>
- 25. Have the client update the torps instead of the server.
- </h4></a>
-
- <strong>Problem:</strong><br>
- A lot of network traffic is spent sending torp updates.
- <p>
-
- <strong>Proposal:</strong><br>
- This could be avoided by just sending the "start" packet with direction and
- speed, and sending an "end" packet when the torpedo dies.
- <p>
-
- <strong>Why Not:</strong><br>
- The main difficulty is losing synchronization with the server. If a "torp
- death" packet is lost or delayed, the position of the torpedo will be
- inaccurate because of torp wobble or possible early expiration. It might
- reduce net traffic, but it could be really confusing.
- <p>
-
- The biggest obstacle is "torp wobble", which is a random change in direction
- added every update. If the client misses an update, the torp will continue
- off in the previous direction until the next update arrives, at which point
- it will jerk back on course. This can be worked around by sending a random
- number seed to the client, and then having the client emulate the wobble,
- but this is just making more work for the client and creating the opportunity
- for borgs to accurately predict wobbling torps.
- <p>
-
- Since borgs have all but disappeared from the scene, and most machines
- aren't taxed for CPU, this change has become more realistic; however, the
- problem of synchronization is not a small one. This idea is often batted
- around when people discuss creating a format for recording netrek games
- that doesn't take enormous amounts of space. It's a lot of coding and
- testing, though.
- <p>
-
- <hr>
- <a name="26"><h4>
- 26. Have ships come in at the starbase instead of a planet.
- </h4>
-
- <strong>Problem:</strong><br>
- LPSs are hard to break, and transwarp is nice but not really necessary.
- <p>
-
- <strong>Proposal:</strong><br>
- Have ships come in at their starbase instead of a planet.
- <p>
-
- <strong>Why Not:</strong><br>
- One big reason is that a traitor SB could drag its entire team off into 3rd
- space, allowing an easy genocide by the other team. This isn't a problem
- in clued games, but it only takes one bozo.
- <p>
-
- It has some tactical problems, like making it impossible for the starbase
- to sneak around cloaked. Killing the starbase becomes easier or more
- difficult depending on where the new ships come in: newbies appearing right
- on top of the SB and exploding repeatedly will make it die faster, while
- clued players appearing a short distance away will increase its lifespan
- by providing a continual escort.
- <p>
-
- But, worst of all, it makes Ged happy.
- <p>
-
- You can avoid some of the problems by looking at SB docking permission
- or having people set a preference somehow, but the usual question needs to
- be answered: does this really enhance the game?
- <p>
-
- Incidentally, a little-known fact is that ships do NOT have to come in at
- the home planet. The server admin can specify a list of planets in the
- server .sysdef file, and have one chosen at random. This feature is rarely
- used though.
- <p>
-
- <hr>
- <a name="27"><h4>
- 27. Ships should auto-repair at warp 0.
- </h4></ha>
-
- <strong>Problem:</strong><br>
- It's really inconvenient to have to hit 'R' to repair. It should happen
- automatically. Also, it's tough to exit repair to fire weapons.
- <p>
-
- <strong>Proposal:</strong><br>
- Have damaged ships auto-repair when they hit warp 0. Also, have repair mode
- deactivate when the player fires weapons.
- <p>
-
- <strong>Why Not:</strong><br>
- There's really no reason not to do this, but it's unimportant, so overcoming
- inertia is difficult.
- <p>
-
- <hr>
- <a name="28"><h4>
- 28. Change the way the wait queue works.
- </h4></a>
-
- <strong>Problem:</strong><br>
- Sitting on the wait queue sucks.
- <p>
-
- <strong>Proposal:</strong><br>
- Either have players with more DI move through the queue faster, or have
- the players get booted to the end after every time they die.
- <p>
-
- <strong>Why Not:</strong><br>
- For the first one, you're increasing the importance of DI, which will lead
- to more scumming. It will also encourage people to play on only one or two
- servers, share high-DI logins with friends, and will effectively block
- newbies from playing. Increasing the importance of DI is *not* a worthwhile
- goal.
- <p>
-
- In the second case, you're making life incredibly valuable. Nobody will want
- to ogg if it means waiting for a couple of minutes to get back in... and
- when people start guarding their lives carefully, the wait queue will take
- longer and longer to shrink. There is also the (non-trivial) problem of
- balancing the wait queue across teams (if three FEDs die do you let three
- ROMs in the game, making it 11 on 5?).
- <p>
-
- <hr>
- <a name="29"><h4>
- 29. Add steering keys.
- </h4></a>
-
- <strong>Problem:</strong><br>
- Netrek's clumsy and outdated user interface requires you to use the mouse
- to steer your ship.
- <p>
-
- <strong>Proposal:</strong><br>
- Define keys that turn your ship regardless of the position of the mouse.
- These could be incremental (turn 1/16th per keypress) or continuous (keep
- turning left until you hit the other one).
- <p>
-
- <strong>Why Not:</strong><br>
- There are two very important actions that require you to position the
- mouse: dodging and shooting. You can't dodge torps and shoot in the same
- instant unless you want to dodge directly at your target. Only borgs
- and robots can do this.
- <p>
-
- A player who practices with these keys for a while will be able to
- maintain a continuous phaser lock and fire torps while effectively dodging
- enemy torps. There are a few people who can approximate this with the
- current setup, but they are among the best dogfighters in the game. This
- change would make it much easier for people to reach the pinnacle of
- dogfighting skill, which is not a desirable quality in a game. If there's
- no challenge, there's no point in playing.
- <p>
-
- The argument about Netrek's interface being clumsy is ridiculous. F-16
- fighter pilots (who fly a very capable combat borg) have stated that they
- would've loved to fly in World War I, when combat had more to do with
- individual skill and cunning than electronics.
- <p>
-
- Turn keys were implemented in one client, but it has been declared INL-
- illegal, and its RSA keys have been turned off by most servers.
- <p>
-
- <hr>
- <a name="30"><h4>
- 30. Prevent butt-torping.
- </h4></a>
-
- <strong>Problem:</strong><br>
- Twinks in DDs keep toasting my CA by firing torps while running away.
- <p>
-
- <strong>Proposal:</strong><br>
- Prevent players from butt-torping by altering the way torps fired out
- of the rear 60 degrees or so are handled.
- <p>
-
- <strong>Why Not:</strong><br>
- "Hey Doc, it hurts when I do this." If you're getting butt-torped to death,
- you have to stop flying into the torps. If that means not killing the other
- guy, then don't kill him.
- <p>
-
- Players who do nothing but butt-torp are lousy space controllers and
- are remarkably easy to clear off planets (just cloak and charge in their
- general direction).
- <p>
-
- Netrek physics are such that torpedos always move at the same speed,
- regardless of the speed of the ship that fired them. This means that
- firing while running works to your advantage, since their torps have
- a closing velocity of (12 - yourspeed), whereas yours have a closing
- velocity of (12 + theirspeed) (assuming CA torps).
- <p>
-
- Various proposals have been suggested (and often implemented) over time,
- including:
- <p>
-
- <li>"vector torps", where the firing ship's velocity is taken into
- account. In the above example, the closing speed for both sets
- of torps would be warp 12 if yourspeed == theirspeed. Care must
- be taken to avoid giving SCs warp 28 torps. Also, butt-torping
- a starbase that has you tractored becomes next to impossible.
- <p>
- <li>no torps out the rear section
- <p>
- <li>limited # of torps out the rear
- <p>
- <li>higher wtemp/fuel cost for torps out the rear
- <p>
-
- If you want to implement one of the latter proposals, you must also take
- into account things like starbases (which don't really have a front and
- back), and orbiting ships (they aren't running, just happen to be on one
- side of the planet and not the other). These ideas weren't all that
- popular in practice, because most players spin around a lot while fighting,
- and even though they aren't running they are still penalized.
- <p>
-
- Some people differentiate between "runner-scumming" and "butt-torping",
- though this is largely a difference in attitude rather than technique.
- <p>
-
- <hr>
- <a name="31"><h4>
- 31. Have a database that's shared between multiple servers.
- </h4></a>
-
- <strong>Problem:</strong><br>
- I want to use the same character on all servers, but somone's scummed the
- name on some of them.
- <p>
-
- <strong>Proposal:</strong><br>
- Have a single player database that's shared between all major servers.
- <p>
-
- <strong>Why Not:</strong><br>
- First of all, it's a logistical nightmare; syncing all the current player
- databases, getting rid of duplicate names, deciding which person gets
- to keep "James T. Kirk", etc. You also create update problems; if the
- database is stored on a central server that the netrek servers query when
- you log in, you create a failure point for the whole network of servers.
- If the database server goes down, you can't use your character anywhere.
- And if you have each server maintain its own database, what happens when
- you play three hours on wormhole, quit out and then play three hours
- on lexus? Getting that information into the central database is a mess.
- <p>
- More than that, you run into problems with ratings. Your ratings are a
- measure of how often you do something compared with the average person
- in the database, so if your planet rating is 2.0, you take a planet twice
- as often as the average person. The problem is, not all servers are
- created equal. The big-name servers like wormhole and lexus tend to have
- a higher level of clue than new or lesser-known servers; because of this,
- it's harder to take planets, bomb, or kill people on wormhole than on
- (say) curly. You can't fairly compare planet ratings from the two servers.
- <p>
- Besides, it's silly. Get some originality and come up with a unique name.
- Everything from Star Trek and Star Wars has been taken, as well as
- most things from Asimov books (ugh), and just about anything containing the
- word "anus".
- <p>
-
- <hr>
- <a name="A1"><h4>
- A1. Appendix: Sturgeon II changes
- </h4></a>
- This comes from the motd (Message Of The Day) on sturgeon.cs.washington.edu,
- port 2592. Other upgrade servers (and even sturgeon itself) may differ at
- the time you read this; this is more for example than anything else.
- <p>
-
- [ This was added some time in late 1992, and is now very much out of date. ]
-
- <pre>
- This server has a lot of changes. I shall try to describe all the ones
- I can remember making. There may be a couple more.
-
- (1) Phasers have longer range, but damage does not decrease linearly, but
- rather with the square of the range. They're faster on bigger ships.
-
- (2) Only starbases and battleships can fire a stream of 8 photon torps.
- Cruisers are limited to six, destroyers five, assault ships four,
- and scouts three. Starbases have fighters too (hit "C" to toggle)
-
- (3) Photon torpedos are identical for all ships, in terms of fuel cost,
- damage, fuse, and weapon temperature.
-
- (4) Phasers do double damage to shields, and photons double damage
- to "hull" (damage points). Example: 15 point phaser hit to shields
- of 20 will reduce the shields to 0 with the first 10 pts, and do 5
- hull points with the remainder. Not many ships can take more than
- one torp hit to downed shields.
-
- (5) All ships can fire torps while cloaked, at 5x normal cost (300 x 5)
-
- (6) Cloaking enemies will be revealed for a short time if (a) they get
- hit by a torpedo, (b) they get hit by phasers with their shields up,
- or (c) you detonate your own torpedos, to show them in a radius.
-
- (7) Upgrades. If you refit to the same ship type, you can "upgrade"
- some aspects of your ship, in return for kills. If you refit
- to another ship type, you regain most of your "used up" kills.
-
- (8) Plasma torps now "cost" 2.0 kills. They only take two seconds
- to upgrade. They are "upgrade 2", and are *not* automatic for
- refits from ships with 2+ kills.
-
- (9) Scouts don't bomb; they strafe. While this is much less time
- efficient, the advantage is that they can strafe until a planet
- has less than TWO armies.
-
- (A) Planets now have variable resources. Home planets (Ear, Rom, Kli, Ori)
- are always Fuel/Repair/Agri, and Core planets are always Agri. Any
- planet with less than 10 armies is Agri; from 10-19 it is Fuel, from
- 20-39 Repair, and Fuel/Repair from 40 on up.
-
- (B) Phasers can be fired before they fully recharge. This costs the same
- amount of fuel, but does less damage.
-
- (C) The base number of kills received is equal to (Hull points of victim) /
- (Your hull points). Thus, a scout destroyed by a cruiser is only worth
- 0.75 kills, while the cruiser is worth 1.33 to the scout.
-
-
- UPGRADES
- --------
-
- To upgrade, have available kills and orbit your home planet. Refit to
- the same ship type, and a menu will come up on your messages display.
- Press the number corresponding to the upgrade you want. The kills will
- be deducted from the number available, and your ship will be upgraded
- (with some amount of refit time, depending on the upgrade).
-
- In all menus, press 0 (or a non-number) to abort.
-
- From the Main Menu, 1 works the same as the classic refit (fixes damage,
- shields, fuel, wtemp, etemp).
-
- Upgrades cost k1 + k2 * (previous upgrades of same type) kills, listed
- as (k1/+k2), and your ship will be nonresponsive for that many seconds.
-
- Upgrades include:
-
- - Shields +10 pts to your shield maximum (1.0/ 0.0)
- - Fuel capacity +250 fuel maximum (0.5/ 0.0)
- - Fuel recharge +10 fuel/sec (0.5/+0.5)
- - Max Speed +1 to maximum warp speed (2.0/+1.0)
- - Acceleration +0.1 warp/sec acceleration (0.5/+0.1)
- - Deceleration +0.1 warp/sec deceleration (0.5/ 0.0)
- - Engine Cooling +10 engine temp cooling/sec (1.0/+0.5)
- - Phasers +3 to point-blank damage (1.0/+1.0)
- - Photons +1 to photon torpedo *speed* (base is 15) (3.0/+2.0)
- - Weapon Cooling +10 weapon temp cooling/sec (2.0/+2.0)
- - Cloaking Device halve the fuel cost (round up) (2.0/+1.0)
- - Tractor/Pressor +100 tractor/pressor strength (1.0/+0.5)
- - Damage Control +1 damage repair/sec (1.0/+1.0)
-
- Commodities: upgrades that are "no deposit, no return"...
-
- - Overload shields +50 pts to your current shields, one use only (1.0/ 0.0)
-
- - Pseudoplasma 0 pt plasma (12) (1.0/ 0.0)
- - Type 1 Plasma 50 pt plasma (12) All plasmas cost: (2.0/ 0.0)
- - Type 2 Plasma 75 pt plasma ( 6)
- - Type 3 Plasma 100 pt plasma ( 4)
- - Type 4 Plasma 125 pt plasma ( 3)
- - Type 5 Plasma 150 pt plasma ( 2)
-
- - 10 megaton nuke Just like in Nuclear War (1 army = 1 million) (1.0/ 0.0)
- - 20 megaton nuke The tables have been duplicated, except for (2.0/ 0.0)
- - 50 megaton nuke the "destroy the solar system", which may (4.0/ 0.0)
- - 100 megaton nuke later... (8.0/ 0.0)
-
- Plasmas cost no fuel to fire. Nukes take up (1/2/3/4) army bays until used.
-
- Switch between special weapons with the "C" key.
- </pre>
-
- <hr>
- <a name="A2"><h4>
- A2. Appendix: Extreme Netrek
- </h4></a>
-
- <pre>
- From: async@illuminati.io.com (Felix Sebastian Gallo)
-
- Three planets; earth, rom, indi. In an equilateral triangle 1.5 screen
- lengths on a side. All planets start with 30 armies; Indi has independent
- armies. No pops, no agris, all planets repair/fuel. Bases regenerate
- with 45 seconds remaining. Six-player t-mode, anyone can base. Standard
- vanilla ships. First side to take a planet wins; after five minutes of
- t-mode the galaxy resets.
- </pre>
- A game similar to this one has been implemented in the vanilla server.
- If you go to an empty server with some friends and send TRIPLE to yourself,
- you may be able to play Triple Planet Mayhem. It's a nice change of pace.
-
- <hr>
- <a name="A3"><h4>
- A3. Appendix: How to propose a change
- </h4></a>
-
- First of all, if it's in here, don't post it to rec.games.netrek. It's in
- here for a reason: it was suggested, and died. That doesn't mean you can't
- ask a server deity to add it for you; some of them are quite amenable to new
- ideas (the weirder the better).
- <p>
-
- The most important item to remember is DETAIL. Describe your change in
- absolutely painful amounts of detail. Include sample code at the end, if
- you have it.
- <p>
-
- For example, take a look at <a href="#24">Clever Suggestion #24</a>
- (mine dropping). I have
- a list of questions that must be answered by the person proposing what, on
- the surface, seems to be a very simple idea. You need to anticipate what
- people will ask, and provide details for all contingencies.
- <p>
-
- A modest proposal might look like this:
- <p>
- <li>Summary: explain in a couple of sentences what you want to do.
- <p>
- <li>Explanation: explain in depth how what you're planning will work, from
- a player's perspective. Don't include lists of source files, cost
- estimates, or source code here; this should be readable by Admiral
- Fubar, even if old Foo couldn't write a line of C to save his/her/its
- life.
- <p>
- <li>Justification: explain why the world needs this change. Explain how
- it will improve the game, and why it is important enough to spend time
- doing it.
- <p>
- <li>Rebuttal: play Devil's Advocate, and dream up every possible objection
- to your proposal. Then answer those objections. This ought to save
- hundreds if not thousands of dollars by avoiding yet another r.g.n
- flamefest. It will also make it easier to add to the FOCS.
- <p>
- <li>Technical stuff: if you've already made the changes or you're familiar
- with the client and server, explain where you think the changes need
- to be made and how much effort it will take. Include source code here
- if you have it, but keep it short! If it's huge, make the context diffs
- or the modified files available for FTP.
- <p>
-
- If you just have a dopey little change, there's no reason in the world why
- you can't just post the code to r.g.n and say, "here's some nice code, feel
- free to use it if you want." I did visible tractor beams this way, and look
- at how far they've gone. (Tedd Hadley gets credit for the nice segemented
- lines though.) All source code bug fixes are posted this way, usually as
- context diffs (use diff -c oldfile newfile ... the order is important).
-
- </body>
-
- </html>
-