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Takeover

Got any new game sites ? , News about new games on there way ? . Post it here then !

Takeover

Postby nightmare on Sat Sep 05, 2009 10:14 pm

Great news, I Hope, I'm ditching DarkBASIC, to be frank, its shit.
Im learning PHP and ive also got some server space
d.
Last edited by nightmare on Thu Nov 19, 2009 10:42 pm, edited 1 time in total.
~Nightmare~

Does anybody have any ideas for a project? :P
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Re: Takeover

Postby Paul on Wed Sep 09, 2009 12:13 am

Out with the useless crap and in with the more complicated stuff :P
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" A war with no honor can only lead to massacre ~
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Re: Takeover

Postby nightmare on Thu Sep 10, 2009 9:24 pm

yeah, finally got a datebase up, will start coding game when i get used to it, however, cant use the omricon name, so we'll have to think of a new one:P
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Re: Takeover

Postby nightmare on Sat Sep 26, 2009 12:20 pm

Ok gonna give you guys an update.

The guy that's teaching me php is going though it in quite a bit of detail, at the minute, ive learnt how to interface with the database, but the servers being an arse so it won't accept it at the minute, so development will be delayed in starting.

But i have a general idea of what im gonna do

:arrow: Login System - I'm gonna let you guys see what its like, just as Jezus did, Dziku's a big meanie and won't let us :P Server might not be up sometimes but thats because its in development. He says the server needs formatting every 3 months. This could slide in nicely with rounds, format only takes 20 minutes, but to hell with it, thats enough time for me to get the neccessary adjustments to the engine, please note that i'll be alot more active than Dziku, so it could recieve updates mid round, i doubt this would affect you too much if your playing at the time, you might just have to refresh or log in again, its so easy to preform updates.

:arrow: Ideas - Well in the ideas section, i had an idea myself, the rent on outposts, I will be using this idea as i like the sound of it, i suggested it afterall :lol: . after that, Paul suggested that we have a lockdown mode for outposts. I've decided against this. Firstly, it could be quite easily abused, just put your account on lockdown every night, then no-one can dock at your post. Secondly, if i made a time lock thing, it would make the code very messy. So I've decided that there will be a better command structure in alliances. I'm thinking maybe Leader>Co-Leader>Commander>Officer>Newbie or something simular, this means that the owner of the outpost could select what ranks have the authority to kick from thier post. I might even make it so you can select which ranks can build at your post, so the newbies cant mess it up. Also, I want to make everything official. No just stating allies and enemies on the alliance motto, if you are going to war, you must input the data to the system, so it can determine whether or not you can attack someone, this would stop so called allies attacking you.

:arrow: Trade System - I'm thinking of having a very dynamic trading system, where prices are constantly changing, reflecting the demand of items. I also want to have a very wide range of items available, maybe in the area of 50 different trade items, which is considering the scale of the game, quite a lot. I also want to implement a system whereby you can manufacture items. For example, if you buy rubber and sulpher, you could manufacture it into Vulcanised Rubber, which can then be moulded into tyres. So there would be three different levels or item Basic>Specific>Advanced. Obviously the Advanced items would be worth a lot of money and experience, and the basic items lower. To make different kinds of item you would need to buy more equipments for your ship that are non- combat equipments. I want my game to be abit less combat based than omricon, i want to make it a trading strategy and have more teamwork involved. I might even try to make some sort of system to incorperate cross alliance trading, where you could buy metals from an alliance in exchange for cash.

:arrow: Outposts - Based on this cross alliance trading idea, Outposts are going to be very important, this is where the money will be stored, and where the items would be recieved to when trading. Therefore, I am going to give a lot of special attention to them. For example, the leader of the alliance can set an outpost to the main outpost of the alliance, so all transactions will take place there, i might implement outpost shops, so alliances can craft thier own stuff, and sell it to players who dock thier in an "Outpost Shop", this shop could sell any of your items on the outpost, for the price you desire, so it would be almost like a player-run port .

Well thats all for now, cya
~Nightmare~

Does anybody have any ideas for a project? :P
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Re: Takeover

Postby Inverted on Mon Sep 28, 2009 2:39 pm

Since Im a lazy shiz Ill just post my ideas here. Especially cause your forum wont load.

nightmare wrote:Ideas - Well in the ideas section, i had an idea myself, the rent on outposts, I will be using this idea as i like the sound of it, i suggested it afterall

I dont know how you mean rent, but if its a daily or so cost for controlling an outpost than you should call it upkeep instead. After all to who would you pay rent for an outpost?

nightmare wrote:I've decided that there will be a better command structure in alliances. I'm thinking maybe Leader>Co-Leader>Commander>Officer>Newbie or something simular, this means that the owner of the outpost could select what ranks have the authority to kick from thier post. I might even make it so you can select which ranks can build at your post, so the newbies cant mess it up.

Or instead of the *cough* WoW way, you could use a system like it was in TDZK where you could set up groups within the alliance then assign members to them (one player can be a member of multiple groups). After that you can set what the members of certain groups can do or access. For example everyone is a member of the the "member" group which gives all basic alliance stuff, like ability to post on forums or right to dock at outpost, but only those that are members of the "leadership" group too can change groups or moderate forums and you can also make a group that can build on outpost, etc. It was also great that alliances could have multiple forums so the leaders could have their own forum to talk about matters the regulars dont have to know about.

nightmare wrote:Trade System - I'm thinking of having a very dynamic trading system, where prices are constantly changing, reflecting the demand of items

How about making a trade system based on production chains. If youve played X games (space sim games in case you didnt) you might have a good idea about that. Each type of port uses certain goods to create something else, having no raw materials the production halts. It also goes well with the port leveling system, higher level ports having higher production capacity. Obvious drawback is that this needs serious balancing.
Btw you should avoid making high and low profit goods as long as everything can be transported in amounts to fill up your cargo hold. After all transporting a full hold of metal ore costs the exact same amount than a full hold of diamonds (not counting security) so theres no reason anyone would pay significantly more for any of them, unless they are in great need of it. So IMO the primary source of income should be spotting routes with high supply and demand and not whoring routes of certain wares that for some mysterious reason pay a lot. Remember, you effectively only do the transporting so the actual worth of the cargo is almost irrelevant. (Of course expensive goods should earn more per piece due to higher investment making higher risk).
To make it clear, Omricon had a system where trading certain goods yielded either good exp or good money or so-so, what I suggest is to make all goods roughly the same yield at money and exp with money rates going up and exp rates going down by the rarity of the goods. So if you transport food or ore that must be carried around in huge amounts you get the basic exp and profit while trading luxuries should have higher profit but lower exp (but only like 2x money 0.5x exp). BUT luxuries being only available in small amounts with supply and demand both recovering slowly.

Also, did you consider making specific levels instead of one general one (like in Omri)? I mean you could have a trading, resourcing, combat, raiding, etc. levels, with all levels giving access to better stuff at that department. So higher trading or resourcing level would let you buy better cargo modules, while combat level would give access to better weapons and so on. And to not make it too unfair for non-combat people you can add something like a navigation level to access bigger ships which would be mostly raised by non-combat activities.
Looking back at trading system this would also enable enforcing people to transport lower yield goods higher ones having trading level requirement.
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Re: Takeover

Postby nightmare on Mon Sep 28, 2009 10:09 pm

Thanks for your views Inverted :D

Right lets start from the top

Inverted wrote:Especially cause your forum wont load.


Screw that forum, fuck knows whats happening with it. I'm gonna put one up on the same server as the game when i have a main page up, at the moment i'm working on a small project to track hits, records the time and ip, its gonna be useful at tracking multis with a bit of adaption :)

Inverted wrote:I dont know how you mean rent, but if its a daily or so cost for controlling an outpost than you should call it upkeep instead. After all to who would you pay rent for an outpost?


Well, in the ideas section on this board, i posted a thread, basically, if someone wants to stop at your hyped up outpost for the night, the they can pay $x for y hours. :) This will prevent the owner saying "yeah you can dock at my post tonight", then finding out the next day you've been kicked and destroyed :evil:

Inverted wrote:Or instead of the *cough* WoW way, you could use a system like it was in TDZK where you could set up groups within the alliance then assign members to them (one player can be a member of multiple groups). After that you can set what the members of certain groups can do or access. For example everyone is a member of the the "member" group which gives all basic alliance stuff, like ability to post on forums or right to dock at outpost, but only those that are members of the "leadership" group too can change groups or moderate forums and you can also make a group that can build on outpost, etc. It was also great that alliances could have multiple forums so the leaders could have their own forum to talk about matters the regulars dont have to know about.


Right, so basically you want the players to be in custom groups, each with different permissions. Cool, I'll bear that in mind.

About the trading system, when i come to that, im just gonna have to stop and think it out carefully, don't want to get into it right now.

Inverted wrote:Also, did you consider making specific levels instead of one general one


Thats a great idea! :) I'm definitly gonna include that.

Please bear in mind, this is just ideas, i've not even started coding yet so lots could change.

Thanks, Nightmare
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Re: Takeover

Postby nightmare on Tue Sep 29, 2009 10:45 pm

Okay, spent the last hour installing forums on the server

You have to register to see the boards.
Looking for mods 8)

Im off to bed now, cya

http://nightwars.hostzi.com
~Nightmare~

Does anybody have any ideas for a project? :P
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Re: Takeover

Postby nightmare on Thu Nov 19, 2009 10:41 pm

Hey, resumed work on this again. Dziku's gave me a few pointers on how to do the login system ;) Thanks for that :) and it works! :D

I can log in.

Apart from that. Its pretty boring...
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