Alrighty, here's the updated plan:
(I'm keeping it up to date here so I actually remember what's still in the ttd list
I'll cross 'em off as I get them done.)
Lt Q - I'm updating it so just the yellow alert key is the one used to jump to high speeds,[/s] (done) so players can continue to switch back and forth between red/green alert as needed.
There's a
they-fired-first tweak I need to add (done) (if the opposition opens fire then of course you should be free to return fire without penalty).
I've got to
add the planets/bases of appropriate size (done) when you're in those hexes.
I want to
balance the frequency of the patrol duty and combat patrol scripts (done) so they come out roughly equally, then switch both back to
just showing the generic Patrol name (done) for the mission offering.
I've got a couple of additional scenarios I want to add, and with those in the mix I think the breakdown of the script behaviour will be roughly as follows:
- 1/3 of the time you'll be fighting something that shoots back (whether it's a warship, pirate, civillian, monster, or minefield)
- 1/5 of the time you'll be shooting at something that doesn't shoot back (e.g. a fleeing opponent, or a derelict to be destroyed, a planet you're terraforming, etc)
- 1/5 of the time you'll be stuck with harmless but time-consuming duty (towing somebody, delivering something, waiting for an away team do do something, etc)
- 1/4 of the time you'll be stuck with something harmless and quick (scan and release, or scan and do a single quick transport)
(Those numbers aren't exact, but they're pretty darn close.)
The new planned additions are:
- prison break: there's a riot in progress at the maximum security prison on a nearby asteroid base, and you have to regain control of the installation (hopefully before the inmates get the base weaponry working)
- weapons calibration: your crew has just done a major overhaul on the weapon systems, you need to find and hit a fast-moving asteroid then give your techs a chance to calibrate the new systems (calibration time depends on how much lab space and related gear you've got)
-
automatically switch over to a base construction mission if the player is packing a base (done)
- shore patrol: there's a planetside disturbance, and you have to beam marines down to quell it. The more marines you can put in place the faster the scenario will be completed
- arbitrator: there is a pair of battling civillian ships, you need to break it up
- terraforming: you need to beam a survey team down onto a moon or asteroid, let them do their work, beam them back up, then blast out the appropriate chunks using the ship's weapons
- cleanup duty: there are a handful of derelict ships that you need to dump into a local black hole to keep others from finding/investigating them
- escort duty: you encounter a ship carrying a government official, and get stuck escorting them to a nearby base/planet
- courier: you encounter a lifepod from a destroyed vessel, and the occupant is carrying critical material that must be delivered to a nearby base/planet/ship
- base busting: deal with a pirate base
Then I'm going to treat the script as ready (aside from the expected bug reports) and move on to producing an enemy space version. For that, your emphasis is of course going to be a bit different, since you're actually encouraging anything that makes life more difficult for the enemy, as long as it doesn't interfere with your own troop movements.
If folks have got other scenario ideas feel free to toss them in!
thanks,
dave
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe