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Abstrct  
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 More options May 28 2012, 11:28 am
From: Abstrct <j...@saucetel.com>
Date: Mon, 28 May 2012 08:28:37 -0700 (PDT)
Local: Mon, May 28 2012 11:28 am
Subject: Schemaverse Gameplay

Hi All,
I think this post is fairly long overdue but better late than never! I am
looking for feedback on a number of topics to see what everyone thinks of
the current game and where they think it should be to make it fun and
competitive. Feel free to respond to everything or just pick and choose the
part(s) you have some opinion on.

*Round Length*
How is everyone enjoying the 1 day round? Do you miss the week long battle?
Should it actually be shorter?
How are you finding resources? I have tried to make it so you can still get
everywhere in the round by making resources a lot more widely available but
I don't know how successful I have been.

As another option, what if the round wasn't decided by time and instead
always a set number of tics. How many tics would be acceptable?

*Language Options*
I have had some requests for addition languages to be added for the fleet
scripts. Right now the list of languages that I can add seems to be Perl
and TCL. Does anybody have other requests for trusted languages (i.e.: a
language that does not have access to filesystem or sockets)?

*Battles*
What can we do to make battles more... possible? Right now it seems like
battles are too expensive because you can't get a fleet there.
How is the ships_in_range view working lately?
How is strength vs defence? Does it need to be easier or harder to kill
other ships?

*Ship State*
Is anybody using the ship state that allows you to set an action and target
to automatically occur each tic? Would you like this improved in some sort
of fashion?

*Items*
Would you like to actually see items implement? If so what kind of items
would you like to see? How would you like items distributed? Should you
just 'find' them all or would awarding items to players who win certain
trophies make an interesting mechanic too?

*Visualization*
There has been some really cool visualization of the games state lately.
Anewworth, cbbrowne and pvh have each done some neat stuff (I know I have
been checking http://schemaverse.marcneuwirth.com/ constantly throughout
the day). Is there anything we can do from the game servers side to help
make this easier or better?

*Documentation*
How is the tutorial? Has anybody had a chance to give it a really good
look? Is it missing any key information that would really stump a new
player?

*Outside scripts*
There has been some discussion lately about outside scripts too (as in
players who don't use the fleet scripts but instead have an outside daemon
playing). Is there anything we can add to the game to improve this as well?
Adding another player channel (as in using the postgresql listen/notify
system) for game details like pushing a message when the tic changes was
the main request but would there be other uses for this as well?

*Planets*
Does it still make sense to have planets conquered through mining? Is there
another mechanic that would make more sense?
What about building ships? Is there a way we can make it so that players
can always build a new ship somewhere in the universe? I am a bit worried
we are losing players who start and immediately lose their home planet.

*General bugs and wtf's*
Is there anything you constantly see happening when playing that just bugs
the crap out of you?

Well that is everything I can think of for the time being. It should be a
good start for getting the discussion going.

Thanks for taking the time to share your thoughts
-Abstrct


 
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Christopher Browne  
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 More options May 28 2012, 10:33 pm
From: Christopher Browne <cbbro...@gmail.com>
Date: Mon, 28 May 2012 19:33:47 -0700 (PDT)
Local: Mon, May 28 2012 10:33 pm
Subject: Re: Schemaverse Gameplay

On Monday, May 28, 2012 11:28:37 AM UTC-4, Abstrct wrote:

> *Round Length*
> How is everyone enjoying the 1 day round? Do you miss the week long
> battle? Should it actually be shorter?
> How are you finding resources? I have tried to make it so you can still
> get everywhere in the round by making resources a lot more widely available
> but I don't know how successful I have been.

> As another option, what if the round wasn't decided by time and instead
> always a set number of tics. How many tics would be acceptable?

Short-ish rounds is kind of nice in encouraging deployment of scripts
that'll "just run."

There seems to be too much resources to spend, so I'd be happy to see it
decline back towards what it was.

A thought would be to have each round have slightly differing parameters
set, which might "mess with us" a bit...

> *Language Options*
> I have had some requests for addition languages to be added for the fleet
> scripts. Right now the list of languages that I can add seems to be Perl
> and TCL. Does anybody have other requests for trusted languages (i.e.: a
> language that does not have access to filesystem or sockets)?

I don't notably care at the moment.

PL/R would be the one I imagine would be more interesting...

I don't see Perl/Tcl being all that interesting, as what they tend to
enable is doing much more sophisticated "text smashing," and this isn't a
text-smashing application.  pl/pgsql is perfectly good at managing the
set-based form of the game, and I suspect it's not an improvement to make
it "text-y".

> *Battles*
> What can we do to make battles more... possible? Right now it seems like
> battles are too expensive because you can't get a fleet there.
> How is the ships_in_range view working lately?
> How is strength vs defence? Does it need to be easier or harder to kill
> other ships?

I don't think the "more money" part has helped.  Defense tends to have a
strong advantage, and more money makes it easy to spend vast sums on local
defense.

I have to say I haven't properly gotten to offense; I'm still doing some
significant analytical work on improving my "empire expansion," as the
present logic isn't nearly expansionary enough :-).

> *Ship State*
> Is anybody using the ship state that allows you to set an action and
> target to automatically occur each tic? Would you like this improved in
> some sort of fashion?

It would be interesting to have ships set up to automatically "try to fix a
friend," or to "try to attack an enemy," and to try to do so with some
randomness.

> *Items*
> Would you like to actually see items implement? If so what kind of items
> would you like to see? How would you like items distributed? Should you
> just 'find' them all or would awarding items to players who win certain
> trophies make an interesting mechanic too?

An interesting idea would be for some items to help smash heavy defenses.  
Getting the balance of that right will be an interesting part.
- If it demolishes defenses *too* effectively, then that may make defending
futile
- If the "nuke" is too rare, and too powerful, so it simply biases the game
to whomever gets the "nuke", that's probably not good

I think it's potentially interesting to shake things up a bit...

> *Visualization*
> There has been some really cool visualization of the games state lately.
> Anewworth, cbbrowne and pvh have each done some neat stuff (I know I have
> been checking http://schemaverse.marcneuwirth.com/ constantly throughout
> the day). Is there anything we can do from the game servers side to help
> make this easier or better?

Having cheap access to CONQUER events would be nice; having a view that
gets benefit of index on public events would help that, I'd think.

I have previously tried to encourage having ~3 views on events rather than
just 1 integrated one.

> *Documentation*
> How is the tutorial? Has anybody had a chance to give it a really good
> look? Is it missing any key information that would really stump a new
> player?

Probably needs a somewhat better sample script so that people can have a
marginally auto-running empire without too much forethought.

Not sure.  I suspect the devil's in the *new* details...

It wasn't particularly intuitive, initially, that "Oh, I need to mine the
nearby planet to conquer it."  But that's a documentation issue moreso than
indicating anything's wrong with the approach, inherently.


 
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MassConfusion  
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 More options May 29 2012, 8:43 am
From: MassConfusion <fors...@gmail.com>
Date: Tue, 29 May 2012 05:43:09 -0700 (PDT)
Local: Tues, May 29 2012 8:43 am
Subject: Re: Schemaverse Gameplay

> *Round Length*

I dig the 1 day rounds, but limiting the game by tic may be a better
idea. With the rounds being so short right now it's really more of a
land grab, there would have to be another day or two before any really
serious combat arose.

> *Ship State*

This is still awesome. I like the fact that you can set a ship and
forget it, and not spend valuable script time reassigning every mine
action. Going to agree with cbrowne, it'd be nice to be able to set
one to 'repair' and then have it find it's own somewhat random target
from the ships around it just to have one less thing to worry about.
For that matter, you could do the same thing with attack, and have
them find enemies that stop within range.

> *Visualization*

Not really a suggestion, just want to thank everyone who is working on
these. Although I don't really use it for monitoring/strategy, it's
very cool to visit marcneuwirth for a graphical representation of the
map

> *Planets*

I've wondering about this a couple of times, having lost the original
home planet right off the bat. I think it'd be alright to be able to
spawn ships (say at the original origin point - 0,0) as long as the
player had the funds to do so, that way there's at least a chance you
can get back in the game.

> *General bugs and wtf's*

Going to wedge this one in here, I have to agree with cbrowne again, I
like the fact that money is easier to come by, but it may be a little
too easy at the moment. A small bump from the original would be nice,
but with the vast overflow of cash coming in now it's not even a
challenge to maintain a balance between income and fleet size.

Overall, great job again :) keep up the good work


 
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derpfish  
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 More options Jul 5 2012, 6:18 pm
From: derpfish <h...@derpfish.com>
Date: Thu, 5 Jul 2012 15:18:04 -0700 (PDT)
Local: Thurs, Jul 5 2012 6:18 pm
Subject: Re: Schemaverse Gameplay

I know I show up with a great deal of infrequency, but every so often I
decide it's time to get my fleet script up-to-date. So a couple of
questions relevant to the recent (ish) ship limit implementation:

   1. Is the ship limit available as a variable somewhere? (I try to
   parameterize my script where possible.) I didn't see anything in the
   public_variable view and I couldn't spot anything in the github source.
   2. Since there is now a finite bound on the ships you can have, is there
   functionality for scuttling existing ships? I'm not sure that I would take
   advantage of this, but it crossed my mind since most board/video games I've
   played with unit limits there is a method for tossing old units so you can
   build new ones with a different specialization and/or in a different
   location.


 
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Abstrct  
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 More options Jul 5 2012, 10:49 pm
From: Abstrct <j...@saucetel.com>
Date: Thu, 5 Jul 2012 19:49:35 -0700 (PDT)
Local: Thurs, Jul 5 2012 10:49 pm
Subject: Re: Schemaverse Gameplay

Welcome back Derp!
Preparing for the DEFCON 20 tournament :D?

1) Yes, there is a public variable named MAX_SHIPS

2) Yes, you can build new ships if old ones are destroyed (zero health for
3 consecutive tics)

-Abstrct


 
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derpfish  
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 More options Jul 6 2012, 2:59 am
From: derpfish <h...@derpfish.com>
Date: Thu, 5 Jul 2012 23:59:09 -0700 (PDT)
Local: Fri, Jul 6 2012 2:59 am
Subject: Re: Schemaverse Gameplay

Yep, gotta make sure my script is tweaked and efficient.

1) Hrmmm...
schemaverse=> SELECT GET_NUMERIC_VARIABLE('MAX_SHIPS');
 get_numeric_variable
----------------------

(1 row)

schemaverse=> SELECT * FROM public_variable WHERE name='MAX_SHIPS';
 name | private | numeric_value | char_value | description | player_id
------+---------+---------------+------------+-------------+-----------
(0 rows)

2) Can you voluntarily destroy your own ships? For example, if I've spent
the first half of the round creating ships with maximal prospecting, and
now that I've got plenty of resource I want to destroy those so I can build
new ships with maximal attack instead, is that possible?


 
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Abstrct  
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 More options Jul 6 2012, 10:04 am
From: Abstrct <j...@saucetel.com>
Date: Fri, 6 Jul 2012 07:04:26 -0700 (PDT)
Local: Fri, Jul 6 2012 10:04 am
Subject: Re: Schemaverse Gameplay

Whoops, sorry about that. MAX_SHIPS was set to private for some reason. You
can see it now.

and yes, you can ATTACK() your own ships to destroy them... This may have a
negative effect on your final score though depending how many of your ships
you are taking out. Other than that there isn't another way of destroying
the ship to make room for others. This could be added but I haven't see the
need yet.


 
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Tigereye .  
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 More options Jul 6 2012, 10:27 am
From: "Tigereye ." <tiger...@tigereye.ca>
Date: Fri, 6 Jul 2012 10:27:57 -0400
Local: Fri, Jul 6 2012 10:27 am
Subject: Re: Schemaverse Gameplay

SELECT Initiate_Self_Destruct(ship_id)
FROM my_ships
WHERE prospecting > 100;

;)

Sent from my mobile device

On 2012-07-06, at 10:04, Abstrct <j...@saucetel.com> wrote:

Whoops, sorry about that. MAX_SHIPS was set to private for some reason. You
can see it now.

and yes, you can ATTACK() your own ships to destroy them... This may have a
negative effect on your final score though depending how many of your ships
you are taking out. Other than that there isn't another way of destroying
the ship to make room for others. This could be added but I haven't see the
need yet.


 
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anewworth  
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 More options Jul 9 2012, 4:55 pm
From: anewworth <marc.neuwi...@gmail.com>
Date: Mon, 9 Jul 2012 13:55:28 -0700 (PDT)
Local: Mon, Jul 9 2012 4:55 pm
Subject: Re: Schemaverse Gameplay

It seems like the published stat limits for ships are no longer being
enforced? I can update max_speed to 800k rather than the 50k on GitHub and
on the help docs. Is this a bug or a feature?

Also there is a problem with the convert_resource function still using int
instead of bigint, not sure what is going wrong as the code on GitHub looks
correct.


 
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Abstrct  
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 More options Jul 9 2012, 6:26 pm
From: Abstrct <j...@saucetel.com>
Date: Mon, 9 Jul 2012 15:26:44 -0700 (PDT)
Local: Mon, Jul 9 2012 6:26 pm
Subject: Re: Schemaverse Gameplay

The maximums are still being enforced but they are not what they are in the
github repo. I am constantly changing these values trying to help balance
out the game a bit and I don't really feel they require a full commit. Here
are the current values:

MAX_SHIP_SKILL=500
MAX_SHIP_HEALTH=1000
DEFENSE_EFFICIENCY=50
MAX_SHIP_RANGE=5000
MAX_SHIP_FUEL=200000
MINE_BASE_FUEL=15
MAX_SHIP_SPEED=800000
EXPLODED=3
MAX_SHIPS=2000

These can all be found in the public_variable view, or you can get them by
using the function GET_NUMERIC_VARIABLE('NAME');

I also think I may have resolved the issue with convert_resource(). There
was an old version of the function laying around that accepted an integer
rather than a bigint. So, if the value you were using as an input was an
integer but you had a balance of money or fuel that was bigint, it would
have likely not worked too well. Give it a try now and let me know if you
are still having issues.

-Abstrct


 
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Marc Neuwirth  
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 More options Jul 10 2012, 1:08 am
From: Marc Neuwirth <marc.neuwi...@gmail.com>
Date: Tue, 10 Jul 2012 01:08:59 -0400
Local: Tues, Jul 10 2012 1:08 am
Subject: Re: Schemaverse Gameplay
Cool, need to update my scripts so that hopefully derpfish will have a
little bit more competition this round :)

convert_resource seems to be working tonight, thanks


 
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