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Author Topic: Trekwar news & screenshots  (Read 11895 times)

Offline klogd

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Trekwar news & screenshots
« on: 23 February 2009 02:51 PM »
In this topic I'll post some fresh news and hailingfrequency exclusive screenshots ;)

Post Merge: 23 February 2009 02:55 PM
The work on the shipdesigner is progressing. I worked out some technical difficulties today, so this weekend I'll post some screenshots, and hopefully have the shipdesigner working.

So far I've added 46 components, and got around 25 left (including several faction specific ones).

The ship components have also been tied into the research system:
« Last Edit: 23 February 2009 05:25 PM by klogd »
In space, all warriors are cold warriors :)

Offline Blackfire

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Re: Trekwar news & screenshots
« Reply #1 on: 23 February 2009 06:56 PM »

  Look forward to more pics as you are able to have time for, interesting look so far.  :startrek021:


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Re: Trekwar news & screenshots
« Reply #2 on: 23 February 2009 09:37 PM »
Tho I also look forward to more pics of yours klogd I realy like the one with the menu.

Offline klogd

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Re: Trekwar news & screenshots
« Reply #3 on: 23 February 2009 10:18 PM »
Here is the latest status of the shipdesigner:
Things with red border is not implemented in the UI, just added in photoshop :)



View image in full resolution:
http://trekwar.org/images/trekwar_shipdesigner_part1.png

Hopefully the shipdesigner will be done this weekend, and I'll make a video of it in use
In space, all warriors are cold warriors :)

Offline Zach

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Re: Trekwar news & screenshots
« Reply #4 on: 24 February 2009 09:01 AM »
Wow, I'm loving that ship designer

Offline klogd

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Re: Trekwar news & screenshots
« Reply #5 on: 24 February 2009 12:00 PM »
Some ideas I had for the game:

1) Artifacts
A planet has a certain chance to contains a artifact, either a component you can replicate and produce yourself. or maybe a single component that you only have ONE off.
A ship can scan a planet (takes time depending on sensor strength and crew experience), and detect the artifact, which can then be retrieved by an away team.


2) Carrier ships
These would be HUGE ships (obviously not cannon) that require maxed out tech, and a large starsystem dedicated entirely to industry just to build.
Carriers would have extreme armor, hitpoints and shields, and the firepower of a handfull of soverign class ships.
Carriers would be able to build, repair, refit and refuel a whole fleet of ships. And would be like a moveable starbase/shipyard.  The carrier would have an great deuterium storage capacity, and would be able to process raw materials from nebulas (deuterium fuel) and ore (used to build / repair ships).

Carriers would become an important part of the endgame of each game.  If no carriers are implemented, Starbases will serve the same purpose (but of course be stationary, or have a speed of 0.1 or something :)

2b)
The Carrier could even be so big that it had to be built in stages, and several users in a faction would have to join together and build the components required to get the ship done in a reasonable time.



3) Economy
MAYBE after the first release, I would implement economy.
Latinum is the currency.
There is a open marken where everyone (within the same faction) can post sell orders and buy orders.
AI will generate buy orders for the ferengi or minor races, so that users can gain some latinum.
Users could be able to buy/sell ore. dilithium, ships, starbases and maybe even starsystems.


4) Open for all game mode
Instead of just faction vs. faction.
Players would form alliances (guilds), trade would be possible between ANYONE, techs could be sold, as well as faction specific ships.



These are just ideas, but I would very much appreciate some feedback :)
« Last Edit: 25 February 2009 12:22 PM by klogd »
In space, all warriors are cold warriors :)


Offline klogd

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Re: Trekwar news & screenshots
« Reply #6 on: 01 March 2009 09:38 PM »
Bah, no ship designer video this weekend.

Since I want to play star trek online and several other windows only games, my desktop uses Windows XP. I tried out the Trekwar client at work on my linux desktop, and it ran fine, except for a small graphical problems that needed fixing. But now, that is out of the way, and shipdesigner will with high probability be done by  next weekend.

'censored'. I forgot about the BC event :(
In space, all warriors are cold warriors :)

Offline BLZBUB

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Re: Trekwar news & screenshots
« Reply #7 on: 02 March 2009 10:47 PM »
Some ideas I had for the game:

1) Artifacts
A planet has a certain chance to contains a artifact, either a component you can replicate and produce yourself. or maybe a single component that you only have ONE off.
A ship can scan a planet (takes time depending on sensor strength and crew experience), and detect the artifact, which can then be retrieved by an away team.

 I am thinking the "certain chance would have to be in the low ten percentile (if not lower) in order to keep artifacts to a minimum, yes?
 Planet scanning, as you have it written above, sounds good to me, and retrieval should definately only be by an away team, no beam-out. Beaming up an artifact would, imho, be prone to cause failure in the artifact. Perhaps it could be implemented, with a random percentile generated that degrades the artifact's propertied by degrees of effectiveness.

2) Carrier ships
These would be HUGE ships (obviously not cannon) that require maxed out tech, and a large starsystem dedicated entirely to industry just to build.
Carriers would have extreme armor, hitpoints and shields, and the firepower of a handfull of soverign class ships.
Carriers would be able to build, repair, refit and refuel a whole fleet of ships. And would be like a moveable starbase/shipyard.  The carrier would have an great deuterium storage capacity, and would be able to process raw materials from nebulas (deuterium fuel) and ore (used to build / repair ships).
 Carriers would become an important part of the endgame of each game.  If no carriers are implemented, Starbases will serve the same purpose (but of course be stationary, or have a speed of 0.1 or something :)

2b)
The Carrier could even be so big that it had to be built in stages, and several users in a faction would have to join together and build the components required to get the ship done in a reasonable time.

All I could add to this would be to severely limit the warp factors of carriers to low speed.


3) Economy
MAYBE after the first release, I would implement economy.
Latinum is the currency.
There is a open marken where everyone (within the same faction) can post sell orders and buy orders.
AI will generate buy orders for the ferengi or minor races, so that users can gain some latinum.
Users could be able to buy/sell ore. dilithium, ships, starbases and maybe even starsystems.

 Sort of similar to the EVE system? But hopefully not as complex! =)

4) Open for all game mode
Instead of just faction vs. faction.
Players would form alliances (guilds), trade would be possible between ANYONE, techs could be sold, as well as faction specific ships.

 Opened between friendly and neutral planetary systems, these faction's could implement espionage and/or "letter's of Mark" type agreements, as well as out-right allied agreements for warfare.
Fleet Admiral BLZBUB,
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Offline klogd

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Re: Trekwar news & screenshots
« Reply #8 on: 03 March 2009 07:59 AM »
Yeah, the Artifacts would be few and wide apart. And at least to me sounds like a fun and canon addition to the game.

Adding "carrier ships" however would not be very cannon, so the jury is still out on that one :)

Hehe, having it as complex as Eve would not be possible, especially since you don't buy, sell, manufacture or store components.. they are just made and fitted to the ship when the ship is built.

Hopefully at some point I get to add faction stuff like diplomacy (agreements between factions, intelligence gathering, etc..

But none of these things are going to be there at the beta version or 1.0 release version :)

Post Merge: 03 March 2009 11:39 PM
Shipdesigner now one step closer to completion.. Now shows list of components avaliable to user:



http://www.trekwar.org/images/trekwar_shipdesigner_part2.jpg

Drag an drop to the actual ship will hopefully be completed this weekend.

Also, just 1 day, 19 hours until Watchmen hits Norway :D :D :D
« Last Edit: 03 March 2009 11:39 PM by klogd »
In space, all warriors are cold warriors :)

Offline klogd

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Re: Trekwar news & screenshots
« Reply #9 on: 09 March 2009 09:11 AM »
Minor update:

It is now possible to view all the ship templates for your user.
You can also possible to drag and drop components to the slots on your ship, however the code to validate if the new design is OK and show the stats of the new design is not ready yet.

Adding this wont be so hard, so the video should be ready in a couple of days
In space, all warriors are cold warriors :)