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Author Topic: Prospector, a roguelike in development  (Read 284695 times)

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #345 on: June 10, 2009, 06:51:19 am »

Quote
"On balance I think that jetpacks are overpowered"

No... no they are not.

The Alternative to Jetpacks is to continuously damage your ship on mountain based planets so you can fully explore the thing or to collect soo many airtanks that you can explore that Maze of annoyingness. Extra Airtanks which oddly enough may not be available on any of the three space stations.

In fact Jetpacks are underpowered in another sense. I am not the most fit person in the world and even I can climb a mountain. These are elite space explorers with space age equipment with combat knives more powerful then machine guns and they are too weak to climb a single mountain even in low gravity so weak they could crawl on the floor with just their fingers.
« Last Edit: June 10, 2009, 06:53:47 am by Neonivek »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #346 on: June 10, 2009, 07:08:44 am »

I confess that "realism" wasn't exactly on the top of the list of priorities when i started this.
I mean... when the game starts you don't know where the *SUNS* are? Last time i checked suns where pretty darn big, and sorta glowing and you could see them pretty much from the other side of the universe even without sophisticated equipment... :)
...
And now that i write this an idea: add a "sun size" modifier to the detection? have blue and white giants be visible from farther away? *goes hmmm*
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #347 on: June 10, 2009, 07:16:07 am »

Quote
you could see them pretty much from the other side of the universe even without sophisticated equipment

Your kinda mixing up Galaxy with Universe.

There are stars even within our own Galaxy who have yet to become visable due to its distance from us.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #348 on: June 10, 2009, 08:01:46 am »

due to distance? really? not due to stuff being in the way?

Anyway i think we can say that stars are often big enough to be visible even on intergalactic distances.
Proof:
http://images.google.at/images?q=other+galaxies&oe=utf-8&rls=org.mozilla:de:official&client=firefox-a&um=1&ie=UTF-8&ei=Ma4vSuz_LpGa_AbRnLTNCg&sa=X&oi=image_result_group&resnum=1&ct=title
:)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #349 on: June 10, 2009, 08:17:24 am »

Quote
when the game starts you don't know where the *SUNS* are?

I assumed they were on the left of the scan and that every * represented a Sun

Are you saying that the game actually takes place in a very dense Solar System(s)?
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #350 on: June 10, 2009, 08:28:51 am »

oh no, the stars are stars and the planets are planets orbiting them ...

Metinks there might be a misunderstanding here?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #351 on: June 10, 2009, 08:59:05 am »

 I just imagine every landing like an episode of Star Trek. Note I have seen the entirety of five episodes and I hold no particuler love for the show, but thinking that makes the situation make a whole lot more sense.

 Once we can collect 'Bio Data' from living aliens at a reduced rate as compared to dead ones, the simulation will be complete.

 Unless time-travel, polarity reversing and planets being exact replications of 1960's Earth.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

magellan

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Re: Prospector, a roguelike in developpement
« Reply #352 on: June 10, 2009, 11:04:08 am »

reversing the polarity of the neutron beam requires blue boxes though :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

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Re: Prospector, a roguelike in developpement
« Reply #353 on: June 10, 2009, 11:39:57 am »

Yeah...I lost 10 satellites....no I don't know how...
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #354 on: June 10, 2009, 07:09:58 pm »

As I have posted before, I dont like the currect jetpack setup.   Id like to see...

Jetpacks become more expensive
another cheaper alternative that allows passage over ONLY mountains
More water-heavy worlds, so that the hover platforms become worth buying
Dangerous Ice (cracks and breaks, especially if under stress) to again make hover platforms worthwhile
So you would have two cheap options, hover platforms and .... Ill say climbing gear, for now, and a VERY expensive option that could do the work of both (jetpacks)
How do you check inventory again?  I forgot, and I cant find it in the keybindings
« Last Edit: June 10, 2009, 07:51:21 pm by niltrias »
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Gero! Gero! Bwahahahaha!

BishopX

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Re: Prospector, a roguelike in developpement
« Reply #355 on: June 10, 2009, 08:57:25 pm »

Inventory is @

I think my issue with jet packs is that they have unlimited uses. If a jet pack allowed you to cross say 10 to 20  squares under power before returning to the ship... That would make it useful without destroying the fun of exploring inhospitable planets. Perhaps emergency jump could consume the jet pack?

As for price...3000 seems about right, is costs as much as the best firearms on the market or a second tier set of armor. The fact that you can't mix and match it with other equipment (like mixing plasma rifles with laser guns) increases the upfront cost of outfitting your team. For my Cortez win, I spent 15000 credits over two docking on jetpacks. That's more than anything but a top tier hull. Sure buying 25 sets of persoal forcefields would be more expensive, but you don't need to give everyone one for them to work.

I second niltrias's motion for more dangerous ice (perhaps a unique ice world?)  and ocean planets, because hover platforms are really useless right now. Another way to balance with would be to bring speed into play. I would imagine hover platforms are faster than walking, and jet packs are faster that hover platforms.  This might compensate for the decreased seed of large parties (could we also see our speed please?).
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #356 on: June 11, 2009, 10:47:29 am »

actually ... and please don't tell this everybody ... there is no speed.... Jetpacks and hoverplatforms don't make you faster, they make the monsters slower ... that part *so* needs to be rewritten by someone who knows what he is doing....
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #357 on: June 11, 2009, 12:16:36 pm »

Well the theory of relativity does support the way you do it.
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Candlejack

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Re: Prospector, a roguelike in developpement
« Reply #358 on: June 11, 2009, 12:51:06 pm »

What about less oxygen being used if you're going faster?
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Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #359 on: June 11, 2009, 05:43:42 pm »

I just DL it, played for 5 minutes and already having fun.

I take a looong time to get into roguelikes/ASCII games (not used yet, only played DF), but hell..they all got sooo much more content and better concepts than mainstream games.

I was playing Tom Clancy's HAWX, and now I'm playing Prospector..before that, having fun on Infiniminer.

I fear ASCII games, but I have more fun with them..weird.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.
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