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News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
 
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Author Topic: Comm Relays  (Read 15038 times)
Alex
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« on: April 16, 2014, 08:26:30 PM »

Blog post here.
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FlashFrozen
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« Reply #1 on: April 16, 2014, 08:39:37 PM »

Hmm, are the more interactivity planned for comm relays?

I'm assuming so, is it possible to place your own? disrupt certain comm relays?
And is possible to just purchase intel (either at the relay or elsewhere) instead of having to use a sniffer?
Does this also mean custom station graphics is now possible? Cheesy

oh and, obligatory Neat Tongue
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David
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« Reply #2 on: April 16, 2014, 08:59:57 PM »

You know that I'm so drawing you a comm relay image now, right?
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ValkyriaL
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« Reply #3 on: April 16, 2014, 09:01:56 PM »

David would rather draw ships. Grin
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Alex
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« Reply #4 on: April 16, 2014, 09:14:30 PM »

Hmm, are the more interactivity planned for comm relays?

I'm assuming so, is it possible to place your own? disrupt certain comm relays?

All stuff I've been thinking about, but whether it'll be in the next release depends on how important it is to the functioning of the other features in the release. For example, placing your own falls very much outside the scope (and would be more of a possibility for a release focused, say, on outpost-building.)

And is possible to just purchase intel (either at the relay or elsewhere) instead of having to use a sniffer?

Maybe at some point. Thinking about it, but want to keep things fairly focused for the next release.

Does this also mean custom station graphics is now possible? Cheesy

Yes, along with generally custom campaign entities.


You know that I'm so drawing you a comm relay image now, right?

Did I accidentally engage in spite-driven development? Smiley That stuff really works!
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Nanao-kun
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« Reply #5 on: April 16, 2014, 09:59:52 PM »

Oooh~

Looking forward to this.
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MShadowy
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« Reply #6 on: April 16, 2014, 10:04:13 PM »

This should help provide more interesting things to do; I'm also generally interested in the potential further developments of the campaign layer tied into the upcoming intel mechanic.  Interesting stuff alright, and I'm looking forward to seeing more.
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Foxer360
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« Reply #7 on: April 16, 2014, 10:30:29 PM »

"Cliche excited comment" : D
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Linnis
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« Reply #8 on: April 17, 2014, 12:24:48 AM »

Fleet - Memory + dialogues + interacting with objects and + change-able sprites

Here comes some intense mods.
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Doom101
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« Reply #9 on: April 17, 2014, 12:25:22 AM »

ooooo fancy.  i like that the battle objectives are being redone to look more like something dropped off by a ship, in theory they'd have to be smaller than a fighter then because fighters are capable of capturing or "deploying" those objectives same goes for frigates. though i suppose the objective could just be closer to the screen. *handwave*
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Cycerin
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« Reply #10 on: April 17, 2014, 04:03:05 AM »

NPC conversations! Yes!
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ValkyriaL
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« Reply #11 on: April 17, 2014, 04:44:23 AM »

Hue~ i'm going to have fun with those. <3
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Linnis
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« Reply #12 on: April 17, 2014, 06:50:04 AM »

Harass a fleet enough, maybe they will just surrender themselves to you instead of floating with 0cr awaiting hot death?
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HELMUT
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« Reply #13 on: April 17, 2014, 09:23:35 AM »

If i understand correctly the purpose of comm relays: You can ignore them and still receive the news but hacking them give you additional information about the events in the system (location of the event, fleet numbers etc... ), right?

Also fleet memory seems very interesting, i'm just worried that if a fleet can remember every encounters since its "birth", won't it eventually slow down lower-end PCs?
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Alex
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« Reply #14 on: April 17, 2014, 09:33:08 AM »

If i understand correctly the purpose of comm relays: You can ignore them and still receive the news but hacking them give you additional information about the events in the system (location of the event, fleet numbers etc... ), right?

Right.

Also fleet memory seems very interesting, i'm just worried that if a fleet can remember every encounters since its "birth", won't it eventually slow down lower-end PCs?

First off, it's largely player-centric. Second, what actually gets remembered is up to how that specific interaction is coded. Third, memory values can have an expiration time, which is handy for all sorts of things, including it not getting cluttered up with things that don't matter anymore.
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