Official Todo

From Cowboy Bebop: Space Cowboy

Only items signed by Spike (ie., Shaikoten) are part of the Official Todo, please consult Spike before working on something not on this list if you'd like it to be included in CB:SC, or the main code branch.


Contents

New Ship Weapons

This list is designed to inform the players of the weapons that are intended to go into the new ship system and the balance for said weapons. Please provide your input in the discussions page regarding balance and numerical damage, and suggestions for new weapons.

Cannons/Guns

List progresses from weaker and faster to stronger and slower.

  • 7.62mm Minigun
  • .50 Caliber M2 Machine Gun
  • 20mm M61 Vulcan Gattling Gun
  • 25mm GAU-12 Equalizer Gattling Gun
  • 30mm M230 Chain Gun

Air-to-Air Missiles

  • List progresses from short range to long range, low lag to high lag.
  • AIM-9 Sidewinder Missile
  • AIM-120 AMRAAM "Slammer"
  • AIM-54 Phoenix Missile

Naval Guns

Hard hitting guns for use on cap ships; they are too innacurate to be used very effectively against fighters but if they hit do enough damage to take one out.

  • 16"/50 cal Mark 7 gun
  • 12"/50 cal Mark 5 gun

Special Weapons

  • Nanite Cannon (Heals ships with nano-robots)
  • Ion Laser (A high ammo drain weapon that shoots a powerful beam)
  • Plasma Cannon (A short range, very high damage flamethrower-like weapon)
  • Ramming armor (For close range fighting, still working on this one)


Level System

I'd like to develop a level system to cut down on illegal PK, so only the willing are put into battle. The "toplevel" variable would no longer reference the highest class level the character has obtained, but instead, be given a number referencing their status on the game. For example:

  • Level 1: Unauthed characters. Cannot use public channels, cannot PK, cannot use bounty hunting, diplomacy, smuggling, or hacking. Cannot join clans. Can level.
  • Level 2: Authed characters. Can use public channels. Can join GLM. Cannot PK or use hacking, diplomacy, smuggling, or bounty hunting.
  • Level 3: PK characters. Characters can toggle to this whenever they'd like, but cannot switch back once they toggle. Unlocks the "aggressive" classes, and enables players to join clans, however, removes the ability to be GLM.
  • Level 4: Player Helpers. This would be an imm-given level to mature and experienced players who can do things like auth names and bios when immortals are not around.

Non PK characters also should not be allowed to kill VIP mobs, etc, or do anything to get a bounty. Also, they wouldn't be hacking targets. --Shaikoten 01:10, 2 January 2006 (CST)

Level System Discussion page, as this was getting ridiculously big. --Shaikoten 10:43, 27 January 2006 (CST)

Seamless Copyover

Making copyover something seamless that mortals can hardly detect would be good for gameplay and also, IMO, good for me while implementing changes so I don't have to forewarn people and get begged for OMG COPYOVER MONEY PLEASE <3 WHAT ARE THE CHANGES>>..????><":Ef We had this working almost completely properly when Gatz and I started working together again for our little "reunion tour," but he decided to take the code away and I haven't gotten to thinking about it since.

In any event, the things that need to be changed are ship positions after copyover (they need to stay exactly where they are in the air and keep on moving) and items staying on the ground correctly, if possible. Making the copyover message not echo publically to the mud, only to the staff, is also important. Basically, making things as low key as possible. --Shaikoten 04:56, 2 January 2006 (CST)

If I read this correctly, it sounds like a massive undertaking.... and even then, I'm not sure how feasible some of it is going to be... The basic principle is this: Make a File, Extract all values that the MUD is using at the time and write them to this file, copyover silently, then restore all the values from this file. Now the list of values you will need to extract are:

Mob  HP/Position/Target/Anger
Ship Position/Target/Hull/Ammo/Speed/Heading
Item Location
Exit Open/Closed/Locked

Can anyone think of any I may have missied. I will try and look into this better, when I get Auth done. Thinking about writing the file using AREA file formating. --Rengar

I know it SOUNDS like a very massive undertaking, but it only took Gatz a couple of days worth of coding to get in, somehow. I think there's a really easy trick to doing this that needs to be figured out. --Shaikoten 11:15, 6 January 2006 (CST)

Is it possible (I dont have the knowledge to even attempt this) to just do a Memory Core dump to a file, copyover, and then load the core back into the registers? I mean... I really dont even know where to start on it... but it aws a thought I had during my smoke break at work. --Rengar

It's not that hard. Look at the hotboot in SmaugFUSS (there should be a snippet somewhere as well) to see how it's done. The variables are written to a file before the hotboot, read after the hotboot, then the files are removed when finished. As for a seamless copyover, just remove the echoes. I'd suggest echoing to Imms only. --Zeno 09:58, 25 January 2006 (CST)

Ship Creation Class/Skills

I believe Locke has been looking into this, though correct me if I'm wrong. Basically the point of this is creating a BALANCED ship system that allows for player creation and modification, and the use of modules and limits for different ship components. This will solve the need for ship auctions, ship imms, and rigged ships, etc. --Shaikoten 09:54, 23 January 2006 (CST)

Hmm. There is a problem with eliminating imms from the process. Ships use rooms. Unless everything was redone as virtual rooms, rooms would still have to be created, exited, flagged, named, and desced. Other than rooms, two things would have to be set. The ship's name and class. While on that note, I was considering readding player ship renames. do_renameship() is in the code, but support for class info isn't in currently (like ", Custom F-11111"). With the projected system, it might work something like this: Player decides on a name for his ship. He decides the class, how many rooms he wants, the layout, and if he wants a bay. He then tells the ship imm and pays him X wulongs depending on all those factors. Like, a 1 room figher frame might cost 10 million wulongs. Another 10m per figher room, max 3 or 5 or something. Or like, 500 mill for a 3 room midship. 200m for each additional room, max 8 or 10 or something. 500m or something for a bay.

I'm also thinking about class-dependant module objects. You'd be able to buy them in a shop and install them into your ship (or pay a good engineer to do it). That way, you could fine tune the stats per class. The other option would be to have a different number of slots for each ship. This way, it would be more natural code-wise. The only place where this doesn't make sense is in engines. You might have a cap ship with 5+ thruster/engines or whatever but only 1 on a fighter. If all ships had 5 engine slots, then all fighters would have 5 engines or be underpowered. Thinking about it, I might just limit engine slots per class. The lower number of engines should be balanced by the less heavy hull/ammo/fuel/etc. Any ideas about that? I'm thinking 1 engine for fighters, 3 for mids, 5 for caps. --Funf 05:33, 4 March 2006 (CST)

Maybe players could buy multiple ships and throw em all together. Like buy em from that one guy on Pluto. I haven't been there forever, but anybody who has been there knows who I mean. But that could turn out bad, because if a player threw a bunch of engines (for speed) onto the hull of some giant ship, it'd throw the ship fighting ways out of the market in most ways. Just another thing to think about, I guess. --Adamas

Economy System

Call me crazy, but I think it would be fantstic if we had a global economy system that was driven by "space truckers" and affected the price of the materials engineers/ship builders use to make items. Now, the more these truckers deliver any one item, the less in demmand it becomes, and the less money they make, therefore the cheaper it is for GLM, etc, to buy it. This would also make it possible to add REAL smuggling into the game. The worth of each item in the solar system's economy could be tracked by a single file in the system folder and the cargo could be put into the new ship files (Locke, this is for you ;) If you plan on taking this on, talk to me on the mud first. --Shaikoten 07:58, 26 January 2006 (CST)

  • OMFG that would be so fricking cool! All For it, Cat Shaman Candi

Weapontypes

We need SMGs and Shotguns, and we need them not to suck. Anyone who wants to do this, talk to me first. --Shaikoten 07:58, 26 January 2006 (CST)

  • Oh oh, could we pretty please have whips? *dies* <3 Candi
Also, forgot to mention, it's already possible to have a "whip" damagetype. --Shaikoten 15:13, 7 February 2006 (CST)
  • I'm actually a bit interested and could probably manage this... You want them as their own quasi-useless skills, or to attach them for rifles because in either case it makes some sense...
I'll talk to you about this a little in-game, Tiak. --Shaikoten 07:35, 27 January 2006 (CST)