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Post by AtomHeartDragon on May 2, 2019 6:10:27 GMT
I think COADE still needs a bunch minor features and quite a few bugfixes. Come on - multiple intercepts (I have proposed how to implement this in the least disruptive way) would be a game changer, so would be radiological damage model and smarter ablation cap. Additionally multi-cap emguns are broken (and cap emguns shouldn't even have power slider in the editor), droptanks are broken if they jettison in combat, external, non-drop tanks are unusable because they are no longer considered droptanks when it comes to prioritization (and they should because propellant there is as good as spent once the serious shooting starts), AI behaviours need overhaul, ships need default orientation setting, explosive lenses might be broken, resistojets ARE broken (maybe turbopumps and rocket gimbals should have power requirements after all), some stock modules need serious overhaul, reaction wheel modelling needs some minor, but crucial improvements, and in a species that has barely bounced back from the brink of extinction "human" should be one of the most expensive materials by mass, especially considering that is not unskilled labour that is flying our ships (even if AI makes you think that). Multiplayer decision should also be reconsidered, because other than the usual gnarliness of the netcode (heh) it shouldn't be much of a problem to implement (skip to whatever timepoint is the earliest if both players are skipping, otherwise, wait for the other player, no pause in combat, initial pause is dismissed when both players unpause) and its benefits would be immense in a game that is one massive engineering e-peen comparator and has an AI that isn't smart enough to pose a serious challenge or use clever design features. I would really appreciate some patches, maybe an extra campaign or two (I am perfectly willing to pay for expansions). Failing that, if qswitched wants to move on, he should really consider releasing the source to community. I know a single man project may have some gnarly code in it, but every one of us has probably seen, handled and wrote worse already, so we can accept this fact of life, especially if it would bring some new life to the project and keep it alive and steadily improving for decades to come.
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Post by Apotheon on May 3, 2019 9:44:09 GMT
I think COADE still needs a bunch minor features and quite a few bugfixes. Come on - multiple intercepts (I have proposed how to implement this in the least disruptive way) would be a game changer, so would be radiological damage model and smarter ablation cap. Additionally multi-cap emguns are broken (and cap emguns shouldn't even have power slider in the editor), droptanks are broken if they jettison in combat, external, non-drop tanks are unusable because they are no longer considered droptanks when it comes to prioritization (and they should because propellant there is as good as spent once the serious shooting starts), AI behaviours need overhaul, ships need default orientation setting, explosive lenses might be broken, resistojets ARE broken (maybe turbopumps and rocket gimbals should have power requirements after all), some stock modules need serious overhaul, reaction wheel modelling needs some minor, but crucial improvements, and in a species that has barely bounced back from the brink of extinction "human" should be one of the most expensive materials by mass, especially considering that is not unskilled labour that is flying our ships (even if AI makes you think that). Multiplayer decision should also be reconsidered, because other than the usual gnarliness of the netcode (heh) it shouldn't be much of a problem to implement (skip to whatever timepoint is the earliest if both players are skipping, otherwise, wait for the other player, no pause in combat, initial pause is dismissed when both players unpause) and its benefits would be immense in a game that is one massive engineering e-peen comparator and has an AI that isn't smart enough to pose a serious challenge or use clever design features. I would really appreciate some patches, maybe an extra campaign or two (I am perfectly willing to pay for expansions). Failing that, if qswitched wants to move on, he should really consider releasing the source to community. I know a single man project may have some gnarly code in it, but every one of us has probably seen, handled and wrote worse already, so we can accept this fact of life, especially if it would bring some new life to the project and keep it alive and steadily improving for decades to come. Right! Multiple intercepts is big. But don’t we have the editor tools to create our own scenarios and campaigns already? I’d love a second pass of the existing campaign though, improving the ship designs, adding a few hints for the most difficult scenarios, and making creative writing improvements.
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Post by airc777 on May 3, 2019 10:05:02 GMT
...AI behaviours need overhaul, ships need default orientation setting... Hell, even just adding a better roll order so we can properly present broadside armor profiles to incoming fire would be a massive addition.
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Post by bldoom on May 29, 2019 1:50:05 GMT
Goodness I hope this games gets more attention. A new project will most certainly help, yes.
I have been unable to get any of my friends into the game...
Edit: Also I have seemed to forgot my true account...
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Post by Hicks on Jun 9, 2019 20:54:48 GMT
Honestly? Multiple intercepts and time-skipping multiplayer sound great!... for CoaDE 2: Multiplayer edition.
I think the last thing on my wish list would be an order to set the angle/rotation of the ship relative to the bearing of the target, so you stay at a constant orientation when engaging a target.
But let's be real here: I'm gonna get whatever qswitched-senpai makes. They've earned that much from CoaDE.
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Post by newageofpower on Jun 18, 2019 20:47:05 GMT
Hopefully sempai~ doesn't make an FPS... even if I would buy it, just because of CDE.
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Post by airc777 on Jun 19, 2019 9:26:24 GMT
Hopefully sempai~ doesn't make an FPS... even if I would buy it, just because of CDE. What about a tactics game, like Xcom, but set in space. Players team being the space marine boarding parties that clean up after the events of the larger and messier battles of CDE, or handling small scale rebellions on the occupied civilian infrastructure CDE had just off screen.
Most of the Warships would have small internals so it would maybe be a bit like having a gunfight in a phone booth that's also free falling, which would be kind of hard to model with game play mechanics meant for a tactics game. But also you could have civilian infrastructure with several big rotating habitats and other sections that are in zero G, so you could have some really interesting geometry for maneuvering your chess pieces around.
Over penetration would be a big concern with higher velocity conventional guns, so the game might have a strong emphasis on less then lethal weapons and/or composite body armors might be far more effective then they are here on earth (as would just cover in general). Environmental factors like secondary explosions, accidentally venting the atmosphere via secondary explosion, accidentally spinning the whole craft via venting the atmosphere, and all manner of rapid unplanned disassembly events would be a big concern.
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Post by qswitched on Jun 26, 2019 21:58:39 GMT
Hello. It's been a while. Between struggling to support myself financially and trying to get a different game project off the ground, I haven't really had time to pay attention to CoaDE. I apologize.
I should clear up first that I still do intend to release patches for CoaDE. I can't guarantee any sort of reasonable frequency anymore though. As you've seen, it's been almost a year without a patch. However, they will still come. Mostly bug fixes and the like, but I hope to get in a new feature here and there.
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kilyav
New Member
ISBN: 978-5-906695-08-6 a book worthy of translation, translate it beyond my powers
Posts: 16
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Post by kilyav on Jun 27, 2019 18:39:04 GMT
Hello. It's been a while. Between struggling to support myself financially and trying to get a different game project off the ground, I haven't really had time to pay attention to CoaDE. I apologize. I should clear up first that I still do intend to release patches for CoaDE. I can't guarantee any sort of reasonable frequency anymore though. As you've seen, it's been almost a year without a patch. However, they will still come. Mostly bug fixes and the like, but I hope to get in a new feature here and there. good day! I will take the liberty to assume that your material well-being could greatly improve the manufacture of a CDA-2. many people will be ready to buy the second part of the game if it is multiplayer. I read your statements that a multiplayer game is a very difficult project, but it seems to me that the complexity can be greatly reduced by using the game method of "sending game moves by mail." English is not my native language. I translated part of my multiplayer game concept. If it causes interest, I will translate more. if something is not clear to you, it means that I translated the text very poorly. Google helped me very much in translation (he is also guilty)). When creating a game party, the "turn duration" is set. both players perform their moves offline. moves consist of two phases - "planning" and "coordination" during the "planning" phase, enemy forces are not active. Players can plan their actions before the first combat encounter or until the turn duration expires. after the end of the "planning" phase, the players send each other moves and proceed to the "coordination" phase. during the "coordination" phase, players see the actions of the opponent. the player can "agree" with the action of the enemy, that is, no additional reaction to his actions. if the player completely "agrees" with the opponent's move, then the "planning" phases of the players are combined into one "coordinated move". after the end of the “negotiation” of the move, players perform a new phase of “planning”. the player can "disagree" with the action of the enemy, stop the phase of "coordination". all actions before the "stop" will be "agreed", all actions after the "stop" will be canceled. the player who stopped the “reconciliation” stage proceeds to a new “planning” stage. after sending the move, the second player will have the opportunity to conduct the “planning” stage similarly to the first player from the moment when the first player interrupted the coordination.
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mia
New Member
Posts: 1
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Post by mia on Jun 30, 2019 23:17:24 GMT
I really think a mission pack would be a quick way to help with the money problems. :/
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Post by airc777 on Jun 30, 2019 23:47:49 GMT
I really think a mission pack would be a quick way to help with the money problems. :/ I fundamentally disagree with the entire premise that in the context of art one should pursue 'quick' solutions to money problems instead of striving to make a good product. No idea what's going on in the Devs life, and that's entirely his decision to make, and I don't think that more missions would be a bad thing. If I had to guess I'd assume CDE sales are already past their peak and I don't think that a quick campaign DLC would make as much money as you would think, especially since we can already make custom missions.
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Post by AtomHeartDragon on Jul 1, 2019 6:52:45 GMT
I really think a mission pack would be a quick way to help with the money problems. :/ I fundamentally disagree with the entire premise that in the context of art one should pursue 'quick' solutions to money problems instead of striving to make a good product. No idea what's going on in the Devs life, and that's entirely his decision to make, and I don't think that more missions would be a bad thing. If I had to guess I'd assume CDE sales are already past their peak and I don't think that a quick campaign DLC would make as much money as you would think, especially since we can already make custom missions. We can, but we don't. Re-release on GOG, along with refreshed trailer could bring in some fresh publicity and sales for effectively free, and new campaign DLC, especially making use of new features would require much lower development effort per buck. I could also provide some of my own designs for use in that campaign, along with some mission idea snippets.
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Post by cipherpunks on Jul 1, 2019 10:49:50 GMT
Re-release on GOG, along with refreshed trailer could bring in some fresh publicity and sales for effectively free, and new campaign DLC, especially making use of new features [...] I second this; moreover, this will allow me, for one, to actually buy the game and support the developer (I'm not Steam'ing). Pity he didn't published some means to donate... OTOH I'd pretty much like to see some quick features added and bugs fixed in such a release; precise orbits & community materials added, coilguns/capacitors fixed, fluted/cooled barrels, compound nozzles, ablation cap (as a setting), {warhead,engines}<=>AI related stuff, fix drop tank bugs, maybe fix collision models, maybe fix some crashes, speed up some things (use newer compiler? GPGPU? Proper threading? Vulkan?), that kind of vibe. For campaign DLC, it seems to me that without some AI improvements success would be limited. Also, I think we need better documentation for level editor. All in all, given some time, I even think that working with community w.r.t. easier stuff (materials, models, missions - " add more API, and they'll come") can - in theory - be productive. So much so, that I suspect that just "opening" main formulas for human editing may help fix some above mentioned problems. There are hardcore nerds here, you know.
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Post by gedzilla on Jul 7, 2019 11:18:03 GMT
Hello. It's been a while. Between struggling to support myself financially and trying to get a different game project off the ground, I haven't really had time to pay attention to CoaDE. I apologize. I should clear up first that I still do intend to release patches for CoaDE. I can't guarantee any sort of reasonable frequency anymore though. As you've seen, it's been almost a year without a patch. However, they will still come. Mostly bug fixes and the like, but I hope to get in a new feature here and there. Is there anyway to make coade a little more beginner friendly, and market it more ? As far as i know, ksp has enough of a fanbase to be profitable, we just need all those types of players to know about, and try out coade.
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Post by Hicks on Jul 8, 2019 5:43:18 GMT
To me, KSP and CoaDE are basically nothing alike. KSP is a piloting sandbox with basic course plotting CoaDE is an engineering sandbox with basic course plotting that feels more awkward than KSP's despite the 3 body physics.
KSP is all interceptes, docking maneuvers, and landing. CoaDE has intercepts too, but just doesn't require any of the docking or landing.
I mean, my perfect game would be Factorio with realistic resources with spacecraft and bases built like space engineers with the nav ball of KSP with the realistic interaction and engineering of CoaDE, multiplayer of course.
But yeah. KSP and CoaDE are just *extremely different* and have very little overlap in gameplay or execution.
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