Issue 34 in starflighttlc: CREW SKILLS: Roll on success of complex crew tasks, increase skills, and notify player

0 views
Skip to first unread message

codesite...@google.com

unread,
Aug 31, 2009, 7:33:15 PM8/31/09
to starfl...@googlegroups.com
Updates:
Summary: CREW SKILLS: Roll on success of complex crew tasks, increase
skills, and notify player

Comment #2 on issue 34 by jsharbour: CREW SKILLS: Roll on success of
complex crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

(No comment was entered for this change.)

--
You received this message because you are listed in the owner
or CC fields of this issue, or because you starred this issue.
You may adjust your issue notification preferences at:
http://code.google.com/hosting/settings

codesite...@google.com

unread,
Aug 31, 2009, 7:42:24 PM8/31/09
to starfl...@googlegroups.com

Comment #3 on issue 34 by jsharbour: CREW SKILLS: Roll on success of
complex crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

Added roll for science officer planet scan, and related skill increase.

starfl...@googlecode.com

unread,
Dec 10, 2009, 2:15:19 PM12/10/09
to starfl...@googlegroups.com

Comment #4 on issue 34 by vcappe: CREW SKILLS: Roll on success of complex
crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

Right now the situation is:

Skill use:
----------
-sci: roll when scanning/analysing in PlanetOrbit
-nav: roll to detect fluxes and finding its way after travelling thru a flux
-tac: nothing
-eng: determines speed of repairs
-com: nothing
-doc: determines speed of healing patients

Skill increase:
---------------
-sci: 50% chance of +1 when successfully scanning/analysing in planetorbit
-nav: +2 detecting a flux, +10 travelling thru a flux
-tac: +1 destroying an enemy ship
-eng: +1 every 4 minerals consumed (~ 12 hours game time)
-com: no increase yet
-doc: +1 every 12 hours spent healing somebody

starfl...@googlecode.com

unread,
Dec 11, 2009, 4:28:06 PM12/11/09
to starfl...@googlegroups.com

Comment #5 on issue 34 by vcappe: CREW SKILLS: Roll on success of complex
crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

just added (r161):

-nav: +1 every FlyingHoursBeforeSkillUp spent travelling in space
(both interplanetary and interstellar)

FlyingHoursBeforeSkillup is still to be determined (right now it's 168)

starfl...@googlecode.com

unread,
Dec 16, 2009, 1:01:33 AM12/16/09
to starfl...@googlegroups.com

Comment #6 on issue 34 by swirsz: CREW SKILLS: Roll on success of complex
crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

I can imagine someone leaving their computer sitting in space unattended
for hours
just to make time go by...

Crazy idea: what do you think about the skill increasing based on fuel usage
compensated for engine class? (so rich players could not just buy class I
engines)
This way will only by going somewhere would they see a benefit. I assume
you could
do the same thing with calculating only time spent with thrusters engaged,
if you
have not already done this.

starfl...@googlecode.com

unread,
Dec 16, 2009, 11:15:50 PM12/16/09
to starfl...@googlegroups.com

Comment #7 on issue 34 by swirsz: CREW SKILLS: Roll on success of complex
crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

I also think we should leave this issue open until filling in the three and
non-utilized skill categories above. Here are a few ideas:

Tactical usage: Randomly misfire for low skill, somewhat increased firing
rate,
weapon damage, and ship acceleration for high skill.

Communication officer usage: garbled words (already discussed)

Communication officer skill increase: number of communication sessions, the
increase
in alien attitude after a communication session in comparison to their
attitude
beforehand (divided by 10?)

starfl...@googlecode.com

unread,
Dec 18, 2009, 8:13:45 AM12/18/09
to starfl...@googlegroups.com

Comment #8 on issue 34 by vcappe: CREW SKILLS: Roll on success of complex
crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

> I can imagine someone leaving their computer sitting in space unattended

> for hours
> just to make time go by...

The counter only increment when the ship is moving. Is that not enough?

starfl...@googlecode.com

unread,
Dec 18, 2009, 2:43:33 PM12/18/09
to starfl...@googlegroups.com

Comment #9 on issue 34 by swirsz: CREW SKILLS: Roll on success of complex
crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

> The counter only increment when the ship is moving. Is that not enough?

Yes, I noticed this now when I watched the counter. The current system is
much
better than I thought. Please ignore comment six.

starfl...@googlecode.com

unread,
Aug 16, 2010, 2:43:30 AM8/16/10
to starfl...@googlegroups.com
Updates:
Status: Fixed

Comment #10 on issue 34 by swirsz: CREW SKILLS: Roll on success of complex

crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

Communication officer skill utilization would require a decent amount of
modifications to the Lua code and making the arcade style tactical combat
somewhat dependent on the officer skill would either be unnoticeable or
annoying.

Closing this issue unless someone else has any suggestions? With the
constant streaming of fire random misfires for low skilled tactical
officers might be the only thing that is noticeable, but again would not
change the combat much.

All other skill increases and uses have been tested and verified as
functioning.

starfl...@googlecode.com

unread,
Aug 16, 2010, 5:03:12 PM8/16/10
to starfl...@googlegroups.com

Comment #11 on issue 34 by jsharbour: CREW SKILLS: Roll on success of
complex crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34

Another fantastic gameplay idea to improve realism yhat turned out to
dampen the fun factor. ;) I'm in favor of removing completely crew skill
factors.

Reply all
Reply to author
Forward
This conversation is locked
You cannot reply and perform actions on locked conversations.
0 new messages