KSP is a piloting sandbox with basic course plotting [...] despite [CoaDE has] the 3 body physics.
That is not true. KSP has realistic orbits - see Principia; it also has various means to manipulate orbits - Transfer Window Planner, Precise Node, MechJeb planner, Orbit Manipulator, Trajectories - just to name a few oldies; also, I used it with helper mods to facilitate ion-powered orbits. Moreover, IMO camera plugins paired with NavHUD + Docking Alignment Indicator boil that navball out of the water. And finally, ModuleManager.
Yeah, I am not talking about stock KSP without mods. Nobody sane does.
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
yeah, that'd be a good one (maybe leaving quirky Space Engineers cubes aside). One can dream.
I'd start writing it, if I could survive while at it; unfortunately I have to code for the man.
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.
The scope of this is really grand. I'm not sure where even a large developer would begin with this pitch, but I'm interested in the premise so for fun:
How would you go about handling the timescales in multiplayer with several different kinds game play integrated together? What is the intended play session length? Is the intended core game play loop more like CDE where you spend an hour toying around with slider bars and then running a separate simulation for ten minutes, or is it more like Factorio where it's in pseudo real time and you have to micro manage far more? Is this to be strictly multiplayer, or is this to have a PvE component? If it has a PvE component how do you intend to make an AI that can handle so many different play styles mixed together and still provide a challenge to a player, or do you intend it to be a more linear experience?
I too would like to see some grand strategy and economy game play features worked into a CDE like game, but most grand strategy games have really toned down and simplified economies which I'm assuming is not what you've intended by saying it would be Factorio like. I'm having a hard time picturing this being implemented as something more complex then adding a 'factory' or 'mining' module to CDE and then flying it to an asteroid with the appropriate mineral yield and then time accelerating through the processing time.
Post by grandadmiralfox on Aug 21, 2019 22:00:51 GMT
Having extensive economy features would be problematic for most people because EVE Online is an example of what happens when you literally make an economy in a game (basically, it becomes a literal second job). Since there isn't much in terms of financial opportunities there, no one would really make an extensive economy as a feature.
Remember, this has to be available enough to at least get the common folk to play somewhat competently. RTS killed itself because the fanbase would not allow that sort of thing to happen.
EVE Online is an example of what happens when you literally make an economy in a game (basically, it becomes a literal second job).
I tentatively disagree. A tad earlier than one year ago it was possible to pay for 2-3 accounts with in-game money that were made during literally 3 evenings (that's like 3*4.5 hours or so). Per month.
It can be that lately due to inflation it's more problematic, though. (shrugs)
How would you go about handling the timescales in multiplayer with several different kinds game play integrated together?
asynchronous time warp. This has already been done in KSP multiplayer mods. Of course the real challenge is getting it to run for sever hundred or several thousand players on the same server in a stable manner.
What is the intended play session length? Is the intended core game play loop more like CDE where you spend an hour toying around with slider bars and then running a separate simulation for ten minutes, or is it more like Factorio where it's in pseudo real time and you have to micro manage far more?
It is more like Factorio and Space Engineers.
Is this to be strictly multiplayer, or is this to have a PvE component?
The only PvE are bots ordered to do things by players. I dont intend for the AI to do anything, because I am a truck driver. Not a programmer.
But setting up waypoints for bots to travel or patrol between or telling them to stay in formation with you (whether on the personal or starship scale) is a feature I would expect. Scripting behaviors other than patrols and formation would be no more complex that what is available in the CoaDE sandbox.
You should be able to command an NPC to go to a ship, undock, intercept a destination, dock, un/load and refuel, then do the same to go to N other destinations and then be able to loop it
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.
A Patreon might be the best option. I know that I would be happy to kick a few bucks your direction every month in hopes that you can support yourself on maintaining CoaDE and developing new projects.
I'm finding it pretty controversial. CoaDE seems to be feature-complete (and even without game-breaking bugs, yay), but there's still a lot of features that may be introduced into the game without working on a new project. Except something completely out of scope of a space sim.
I realise that qswitched didn't quit with the game, but we have no info about the new project or intentions of making a new CoaDE patch.
Changed my opinion, single developer is definitely the case when the complete game is a unique occasion. And any new project after should be met with open arms, since it encourages the new things creation by dev instead of giving up.
Still would like to pay for a new campaign though.