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- Newsgroups: rec.games.netrek
- Path: sparky!uunet!spool.mu.edu!darwin.sura.net!jvnc.net!primerd.prime.com!oslts0!jasonp
- From: jasonp@oslts0.Prime.COM (Jason Pascucci)
- Subject: Re: Netrek IIId, a real possibility
- Message-ID: <1992Nov23.033723.12780@primerd.prime.com>
- Sender: jasonp@oslts0 (Jason Pascucci)
- Organization: ComputerVision Services
- References: <1992Nov22.190429.61164@cc.usu.edu>
- Date: Mon, 23 Nov 1992 03:37:23 GMT
- Lines: 84
-
- GRRR. FUCK. I just got 'busted out of an SB on doorstop, I think it
- was. I'm pissed. Just thought you should know.
-
- Anyways....
-
- I came up with this exact idea when the idea came up last time...
- you should have saved your neurons. However, a few more bits:
-
- You don't need top and side views if you do some kind of sphere
- thing, like a map of the world. I didn't decide which was better,
- though. Also, a magnification factor.
-
- Also, you should be able to click/button press on a sub-window,
- and make that your main window.
-
- I figured that the galaxy would be cubic, and you could look at it
- from any surface. Differing 'depths' could be done with color or
- size (smaller being further away). More information, like exact
- position, and distance, would be useful.
-
- You should be able to try to shoot someone at warp, just make
- it 1/1+abs(hiswarp-yourwarp) likely to actually hit, even if
- aimed properly. Photons, that is...phaser's don't do well going
- through a warp field. It should take some amount of time to
- flip through warp levels. It should take about as much
- time going from warp 1 to 2 as .1 to .2.
-
- Max Impulse and Max Warp should be modified by damage, like
- warp is today, but accelleration should stay constant.
-
- We should include multiple flight interfaces...click in a window,
- which moves the point you clicked on to the center, click and
- drag (or just drag, if we can get away with it) to simulate a joystick,
- keyboard movements (the prefered, methinks) <asdf==rot-left,
- up, down,rot-right> for instance, or you can even do pitch-yaw in four
- keys <spin-left, up, down, spin-right>. Holding down keys should work.
- This is for combat...we can keep the same lock-on scheme as we have
- today.
-
- For the first revision, you might simply do a finitely
- scalable bitmap display (have a two dozen bitmaps which
- show a ship at a selected range of distances), which I would
- think is easier than doing the 3-d calculations and
- rendering on the fly.
-
- You'll want to check out TrekMUSE, who has a text-based
- implementation of exactly this, which is orders of
- magnitude slower.
-
- I'd prefer to see things like this, because of the nature of
- the interface, slow down the game by a little, but not much.
-
- I'd also like to see it get more complicated...more things you can do
- in damage control, energy utilization...having five torp bays in front,
- one on each side, and on in back, targetting specific systems, full
- reverse, etc I don't want to take away from the shoot-em-up style, but
- add more things to do than get kill, pickup army, take planet, rinse,
- repeat. (No, I'm not interested in a netrek meets Galactic Bloodshed,
- but somewhere in the middle...closer to netrek)
-
- Torps would have to be a little smarter (or larger)...right now, if I fire
- a torp at you, you can turn left or right, and I can decide
- which way I'm going to fire next...now, you can dodge each torp
- left, right, up, or down. It's gonna make it a lot harder
- to hit someone who doesn't want to be hit.
-
- Also, this is the time to make things really 3d: I mean, hiding
- behind planets, having photons hit planets, seeing little
- men die when you bomb, etc. :) And, honestly, gravity
- calculations aren't that difficult...I'd love to see
- gravity wells around massive objects, and Suns and
- Planets, etc. Again, this is after we get the initial
- problems solved.
-
- Someone from berkeley about posted this last time...did he ever do
- anything with it?
-
- Good luck!
-
- Steele
-
- --
- Jason R. Pascucci
- jasonp@primerd.prime.com
-