Hey I was Just playing and I weird thought occurred to me, and then a suggestion :D
I was wondering if you could set OC to only send out certain packet types, like say if i'm building a defence with lots of buildings at once, but there is a sudden attack or something and i only want OC to send out the red packets of energy, and stop all building. This means I don't waste precious energy on buildings during a fight with the creeper. Then also maybe at a stage where getting the buildings complete is an important task I can set it to only distribute grey packets?
This could be used just to have more control over what happens in your 'empire' a sort of toggle selection when you click on OC
like buttons
Red packets - on/off
Grey packets - on/off
Green packets - on /off
(proper names of course)
This means you can do a little micromanaging if you want but its not necessary and it can also help with strategy, like if you want to build lots of blasters but not fuel them up until they are all built?
this comes from the fact where i know we have all had that problem, we have started too many buildings and are trying to balance between keeping our weapons fuelled and building as fast as we can, so if the weapons are not getting enough packets, we can switch it to refuel them all :D, I've checked and I don't think this has been thought of I think this may be a major thing that could help as an update in CW and a feature in CW2 tell me what you think :) thanks for reading :)
(17/08/2010 16:01 GMT+1)
EDIT: Right just saying that most of the following suggestions here are for CW2, i put them in relation to CW because as of yet i have not had time to read about CW2, so if there are different types of packets still in CW2 hopefully most of these shall be relevant.
(18/08/2010 15:05 GMT+1)
EDIT: Okay I am just going to write my suggestion in relation to CW2 (as i have now read everything there is on it xD) the three packet types i understand are going to be:
'Green: Construction packets
Red: Resupply packets (ammo for the weapons)
White: Deconstruction packets (for digging).' -Quote from Virgilw on his blog comments here (http://knucklecracker.com/blog/index.php/2010/08/creeper-redemption/#comments)
So my suggestion would be that on the UI when you click on OC, there are three toggle options to turn on and off which type of packets it can send out, this way you can have any combination you want. This is my basic idea suggestion, anything that follows is me just thinking up random ideas. Anyone else is welcome to contribute/edit the idea to make it better for the game :) thanks for reading
Well you have the option of turning off grey and or red packs to attack buildings ,
and you can always delete an connection to save you from sending to other buildings .
So if you build to fast and feel that you wast OC's energy , you can replay the map to improve your score =) .
I suppose, but I was thinking maybe a more sort of 'master control' switch would help in busy situations, maybe just my opinion :) so you have a little bit more control over what you use energy for :)
Probably unnecessary was thinking it would be helpful to some, thought of it while playing one of your maps xD
thanks for the quick reply.
He he i see , i just gave you some hint to do this idea of yourse as the game is now ,
and there is an pause button , so you can turn on and off attack buildings as you think is best ,
"hard" maps usally need you to do so =P
And i think there already is an kind of an master control implemented to the game already ,
if you have to much deficit grey packs are sendt before red packs , so deleting an connection might help =P
What map of mine did give you this idea ?
Problem with deleting a connection is when you have so many things connecting to it xD
hmm your 'SPIFFENs Collums 13' map, you write on it not to leave it too late to build defences, so i built quite early xD, then thought that it was taking too long to build more reactors when the defences were not needed yet :), wouldn't it be good if i could tell the OC just to send out Grey packets?
Even with the deactivating, i think this is a much easier way of controlling everything at once, without giving too much control? if you have lots of attack then deactivating then reactivating takes alot of time. I'm not too familiar with this games code, but i think its an simple thing to put in as well :).
Plus if you don't want to do it, leave it as normal :)
Just thought too xD, what if map makers can restrict when certain packets are sent out? like for 1 minute in the middle of the game no grey packets so build everything before then? then you have to sit and wait if u can survive? Also can then put time limits on games, like no green packets for first 10 minutes see if you can survive this long? It would make the missions more varied and different objectives :)
what you think of the new idea? xD
An timed thing is bad , you might lose 5 min before you finnish the map if you select that the OC dont send it in after some time =(
But selecting that OC only send grey or red packs is an nice idea =)
Like you sayd in your first post :
( OC menu : )
Red packets - on/off
Grey packets - on/off
Green packets - on /off
That would be the idea though, for the green packets, that you make it so someone cannot just complete your map quickly that they would have to survive for a certain time, like you place the transmitter things next to OC, then it wont transport for 10 minutes. Like a sort of defend the fortress type of thing, score would be more difficult to work out for that though, the longer the better xD if you could choose like transport now as an option when they are charged instead of it being automatic?
maybe I'm going too far, just brainstorming ideas :) it could be more a story idea for the green packets :), a countdown mission timer like for spore attacks? afterwards automatic ending and score based on how much creeper killed or energy used combo :) its getting a little complex, but adding more game types i think should be a way forward? :)
Sorry to say this but, there probably won't be any major update to Creeper World.
The next update is going to fix all the bugs.
Creeper World 2 is in the works though, you can suggest it there.
where can i post suggestions for CW2? (i thought it was here?) or i have noticed post titles CW2 suggestions, is that all? :), if so how can i change the topic title or do i have to start a new one?
thanks in advance
I dont think it matters to much , if Wirgil has time to check the forum , i think he do look throu the suggestions =P
There is an modify button over the text window to the right , so you might be abel to change it there ,
But that mess it up , more than it does good if the thread name changes .
There is some threads called CW2 Suggestion (http://knucklecracker.com/forums/index.php?topic=3957.0) ( link to one of them ),
so posting an link there might be an better option =)
( might be an better thread to post in , i just took the first i found )
Thanks SPIFFIN, for helping an obvious noob out xD.
I've edited the first post hopefully to emphasise that most of these can be applied to CW2, i don't want to link post in another thread yet as it seems like i just want to boost mine, i will wait for more interest (if it arrives) to come to this one :)
Just on another note, I've never really posted in forums before, how is my style and is there anything i can prove to make it clearer to readers? much thanks i hope to become a good member of this community over time xD thanks again :)
Quote from: jasvinderm on August 17, 2010, 08:45:06 AM
Hey I was Just playing and I weird thought occurred to me, and then a suggestion :D
I was wondering if you could set OC to only send out certain packet types, like say if i'm building a defence with lots of buildings at once, but there is a sudden attack or something and i only want OC to send out the red packets of energy, and stop all building. This means I don't waste precious energy on buildings during a fight with the creeper. Then also maybe at a stage where getting the buildings complete is an important task I can set it to only distribute grey packets?
This could be used just to have more control over what happens in your 'empire' a sort of toggle selection when you click on OC
like buttons
Red packets - on/off
Grey packets - on/off
Green packets - on /off
(proper names of course)
This means you can do a little micromanaging if you want but its not necessary and it can also help with strategy, like if you want to build lots of blasters but not fuel them up until they are all built?
this comes from the fact where i know we have all had that problem, we have started too many buildings and are trying to balance between keeping our weapons fuelled and building as fast as we can, so if the weapons are not getting enough packets, we can switch it to refuel them all :D, I've checked and I don't think this has been thought of I think this may be a major thing that could help as an update in CW and a feature in CW2 tell me what you think :) thanks for reading :)
(17/09/2010 16:01 GMT+1)
EDIT: Right just saying that most of the following suggestions here are for CW2, i put them in relation to CW because as of yet i have not had time to read about CW2, so if there are different types of packets still in CW2 hopefully most of these shall be relevant.
I love this idea! You wouldn't know how often I have to manually select 10+ blasters and mortars one by one to deactivate them temporarily and reactivate them later on.
It would also solve my problem how to keep weapons firing while not requesting more energy.
In addition it solves my problem not being able to deactivate buildings being build.
Finally I love the ability to not charge the totems (yet)!
Best suggestion I've read for a long time!
Virgil, please! *drool*
Thanks alot xD, glad at least i know some people high up in this community agree :)
THERE BE A BLOG FOR CW2:
http://knucklecracker.com/blog/
just saying
Yeah he always responds to comments on his blog, try asking or linking there.
Yeah, I read this the other day.... and yes I just got a blog comment asking me to look here :)
I'll respond here, not on the blog.
This is a good idea, at least it sounds like one. I'll have to play with it, since it is an advanced option. For instance, if you turn off "ammo" packets then a silly player might wonder why their weapons never charge. But, as an advanced player option it could be a fairly interesting way to provide some more control over energy management.
Ah okay, well thanks for considering :)
That silly player could be eliminated with a section in the tutorial that explains the use? although i can see the problem of accidentally leaving one off and not realising it until its too late...hmmm
Some red(flashing) and green lights in the menubar could help , if there is an way to fit it in .
Yeah, or lights on the assault ship
I think it takes away the problem of energy management that's part of the charm of this game.
You just have to learn to not build to many things at a time... and to use the pause button :P
However, it would be good as an upgrade, this would also make sure new players don't put it on by accident.
Quote from: Sqaz on August 18, 2010, 04:38:41 PM
I think it takes away the problem of energy management that's part of the charm of this game.
You just have to learn to not build to many things at a time... and to use the pause button :P
I don't think so; it just allows for a temporary switch between building and attacking without a lot of manual actions. When you're building with a deficit this functionality won't help you because you would turn off building completely (so that reactor or collector won't get build either).
I also remember that you asked for similar functionality regarding the firing of weapons, see
here (http://knucklecracker.com/forums/index.php?topic=3929.msg17920#msg17920). ;)
Hmm I'm no too keen on a lights idea, what about if the location of the buttons were constantly in the UI? I know your probably already short on space but only you know that xD, but if they were green buttons with the names, click to turn them off, the button corresponding to that packet (that you just clicked) turns red. This solves too problems I can see, 1. Making users aware of this feature, and also alot simpler to access, 2 much harder to forget what change you made (with an OC panel you could easily click off and forget) nee players that is.
Written on my iPod so sorry for mistakes, if there are I will edit tomorrow
Quote from: UpperKEES on August 18, 2010, 12:36:11 PM
Yeah, or lights on the assault ship
Or a little drone that circles mother ship, carrying a banner with a reminder message? :P
Quote from: Karsten75 on August 18, 2010, 06:20:33 PM
Quote from: UpperKEES on August 18, 2010, 12:36:11 PM
Yeah, or lights on the assault ship
Or a little drone that circles mother ship, carrying a banner with a reminder message? :P
I was thinking of maybe the packets orbiting the ship xD but then I thought it would look too confusing
Quote from: Karsten75 on August 18, 2010, 06:20:33 PM
Quote from: UpperKEES on August 18, 2010, 12:36:11 PM
Yeah, or lights on the assault ship
Or a little drone that circles mother ship, carrying a banner with a reminder message? :P
I was more thinking of something like the health bar of Odin City, so it looks nice and obvious to someone who just used this functionality. Besides that I think you'll notice it very quickly when these packets suddenly don't fill your screen. This is not the kind of thing you'd use for several consecutive minutes.
And what reminds you in CW1 when you've disabled certain weapons besides the red bar/shading? Just one thing: BOOM! ;D
On the other hand there is a good reason you might want this functionality in the menu/HUD: the assault ship won't always be on your screen, as it's always on the top part of the map and I didn't think of that before.
Why do I let you guys talk me into this stuff? :)
So I've implemented this in CW1 (yes, CW1 not CW2). It looks like some form of it will show up in the next drop. You can see from the attached screen shot the little control panel I put on Odin City. Three check boxes for the three packet types. I currently have construction and totem packets unchecked since I foolishly decided to start building a bunch of reactors and hook up to a totem all while trying to power my two weapons. In this case my weapons are getting resupplied and the building and totem charging are on hold.
I still don't have an indicator on the city... I'll have to think about that.
I'll also have to decide how to handle the requested packets that aren't being delivered. Right now, they show up in deficit since they have been requested and aren't being fulfilled. They also dispatch at 32 per second once a checkbox is re-enabled. So if you have a ton of energy stored up, and you turn back on construction... a gazillion packets come streaming out machine gun style and build everything. If you don't have bunch of energy stored up then you get a little burst and your energy is drained.
I guess I could do something better... but it's a computational pain to go selectively remove individual packet types from every structure's personal queue... I'll have to experiment and see what works...
Quote from: virgilw on August 18, 2010, 08:29:02 PM
Why do I let you guys talk me into this stuff? :)
I don't know. Why do you?
And this might be useful...
Even for CW1! Once again prove that you are the best!
I can't wait to use this! I guess it will even be possible to set some higher scores for certain maps now....
I'm glad you hadn't released the final patch yet. :)
Thanks big V (maybe a nickname you like?? XD) I have noticed in the screen shot it says double speed xD just wondering? :)
And thank you all for supporting my suggestion, what a first post success xD
Now I must go to sleep as I get my A-level results in 7 hours xD
Thanks again, Jasvinder
Well, unless you code for this, it's going to mess up some maps where the authors designed it so OC connects to totems to drain resources right off the bat. Other wise, I think it is a substantial change in gameplay and I'm not so sure what the effects will be.
But nice that you took time out to do it.
Quote from: Karsten75 on August 18, 2010, 09:17:11 PM
Well, unless you code for this, it's going to mess up some maps where the authors designed it so OC connects to totems to drain resources right off the bat. Other wise, I think it is a substantial change in gameplay and I'm not so sure what the effects will be.
Glad to see you're as positive as always! ;)
You must suddenly really like those few 'drain' maps that
you complained about (http://knucklecracker.com/forums/index.php?topic=976.msg8413#msg8413) earlier and even didn't want to approve....
Quote from: jasvinderm on August 18, 2010, 09:06:07 PM
I have noticed in the screen shot it says double speed xD just wondering?
This is probably one of the planned changes that Virgil already implemented for the final release. My guess is that it has something to do with fast forward (see
here (http://knucklecracker.com/forums/index.php?topic=128.0) and
here (http://knucklecracker.com/forums/index.php?topic=3040.0)). :)
Quote from: UpperKEES on August 18, 2010, 09:38:05 PM
Quote from: Karsten75 on August 18, 2010, 09:17:11 PM
Well, unless you code for this, it's going to mess up some maps where the authors designed it so OC connects to totems to drain resources right off the bat. Other wise, I think it is a substantial change in gameplay and I'm not so sure what the effects will be.
Glad to see you're as positive as always! ;)
You must suddenly really like those few 'drain' maps that you complained about (http://knucklecracker.com/forums/index.php?topic=976.msg8413#msg8413) earlier and even didn't want to approve....
Yep, I hate them, but still, I respect the right of authors to use tricks like that. The link you refer to was for maps that was hard/impossible to complete because they drained OC while sending in creeper/spore waves. If an author can prove completion (now a moot point) even then I would have approved the map.
One more thing about the screen image.
I guess this may become apparent during game play, but I'm not entirely sure. You show ammo (red) with a red button Does that red button mean the red packets are turned off? If I turen off the green totem packets, will the button be green or red? It might get confusing a little until one gets used to it.
Quote from: virgilw on August 18, 2010, 08:29:02 PM
Why do I let you guys talk me into this stuff? :)
So I've implemented this in CW1 (yes, CW1 not CW2). It looks like some form of it will show up in the next drop. You can see from the attached screen shot the little control panel I put on Odin City. Three check boxes for the three packet types. I currently have construction and totem packets unchecked since I foolishly decided to start building a bunch of reactors and hook up to a totem all while trying to power my two weapons. In this case my weapons are getting resupplied and the building and totem charging are on hold.
I still don't have an indicator on the city... I'll have to think about that.
I'll also have to decide how to handle the requested packets that aren't being delivered. Right now, they show up in deficit since they have been requested and aren't being fulfilled. They also dispatch at 32 per second once a checkbox is re-enabled. So if you have a ton of energy stored up, and you turn back on construction... a gazillion packets come streaming out machine gun style and build everything. If you don't have bunch of energy stored up then you get a little burst and your energy is drained.
I guess I could do something better... but it's a computational pain to go selectively remove individual packet types from every structure's personal queue... I'll have to experiment and see what works...
I think that this is a good idea. What I find even more impressive is that Virgil took the time to indulge us the fans of CW. Thank you Virgil for this and I cant wait to try it out.
Quote from: virgilw on August 18, 2010, 08:29:02 PM
Why do I let you guys talk me into this stuff? :)
So I've implemented this in CW1 (yes, CW1 not CW2). It looks like some form of it will show up in the next drop. You can see from the attached screen shot the little control panel I put on Odin City. Three check boxes for the three packet types. I currently have construction and totem packets unchecked since I foolishly decided to start building a bunch of reactors and hook up to a totem all while trying to power my two weapons. In this case my weapons are getting resupplied and the building and totem charging are on hold.
I still don't have an indicator on the city... I'll have to think about that.
I'll also have to decide how to handle the requested packets that aren't being delivered. Right now, they show up in deficit since they have been requested and aren't being fulfilled. They also dispatch at 32 per second once a checkbox is re-enabled. So if you have a ton of energy stored up, and you turn back on construction... a gazillion packets come streaming out machine gun style and build everything. If you don't have bunch of energy stored up then you get a little burst and your energy is drained.
I guess I could do something better... but it's a computational pain to go selectively remove individual packet types from every structure's personal queue... I'll have to experiment and see what works...
hey, virgil, when's the next update?
ASAP...
I need to finish it off so I can focus 100% on CW2. Some of the things I've done have been good for both games, but those things are nearly complete now so it's getting close to release.
Quote from: virgilw on August 19, 2010, 09:43:14 AM
ASAP...
I need to finish it off so I can focus 100% on CW2. Some of the things I've done have been good for both games, but those things are nearly complete now so it's getting close to release.
Sweet!!! Your the best :D
looks like virgil implemented the speed up feature too!!
yes!
Quote from: UpperKEES on August 20, 2010, 09:07:00 PM
Quote from: Karsten75 on August 20, 2010, 08:56:12 PM
OK, I'm not sure my score is quite legit. I was testing out something on maps like these that tries to drain the Odin City reserves.
And? Do you like the new packet disperser filter?
Meh. Just another way to play. Not sure it is a great step either way. It is nice to turn off totem packets during early builds, but I've not yet needed to turn off weapons or build packets, since long playing experience has given me inherent discipline to manage buildings and weapons. Sure the same applies to you.
Many maps with high totem concentrations will now get different/better high scores IMHO.
Quote from: Karsten75 on August 20, 2010, 09:25:08 PM
I've not yet needed to turn off weapons or build packets, since long playing experience has given me inherent discipline to manage buildings and weapons. Sure the same applies to you.
Hmmm, I'm not so sure about that....
Quote from: UpperKEES on August 21, 2010, 01:01:59 AM
Quote from: Karsten75 on August 20, 2010, 09:25:08 PM
I've not yet needed to turn off weapons or build packets, since long playing experience has given me inherent discipline to manage buildings and weapons. Sure the same applies to you.
Hmmm, I'm not so sure about that....
OK, that statement should have been qualified... But still, I know to manage weapons and building energy. The only thing that is not possible to manage is when you connect or are connected to totems.
Edit: some interesting side effects that are worth noting.
1. A weapon that has ammo will continue to fire until its ammo is depleted when the ammo option is turned off. This is neat in that you don't have to disconnect a weapon from the grid. It allows for intermittent bursts of fire from all weapons by turning on and off this option. It has the drawback that it applies to all weapons on the field, of course. In a way it is the opposite of the "Arm" option on individual weapons and I recall someone has asked for that in the past.
2. A weapon being built will not charge up after it is built. Nice if you want flying SAMs (for instance) without armoring them and without micro-managing them to disable them after the last build packet has arrived and before the first weapons packet is dispatched.
I would use the first effect when charging the totems for instance. Not sure if I should give away all my idea's at this moment though.... ;)
I agree however that the packet filter will be more useful to less experienced players who tend to build with a deficit, but I have no problem with that. I would use it myself to partially build a civilian unit with some spare energy and stop building it when I'm out of energy due to a spore attack for instance. Or do it the other way around: briefly give priority to finishing that one reactor because my weapons will keep firing for a few seconds anyway. Okay, enough free tips for now. ;D
See here (http://knucklecracker.com/forums/index.php?topic=4372.msg21405#msg21405) for some tips how to use the packet type filter to your advantage.
Quote from: Karsten75 on August 21, 2010, 01:26:05 AM
1. A weapon that has ammo will continue to fire until its ammo is depleted when the ammo option is turned off. This is neat in that you don't have to disconnect a weapon from the grid. It allows for intermittent bursts of fire from all weapons by turning on and off this option. It has the drawback that it applies to all weapons on the field, of course. In a way it is the opposite of the "Arm" option on individual weapons and I recall someone has asked for that in the past.
Finally, I always wanted some shootout stance.
And if someone wants to see what I think can be done with the new mod, check out the score improvement on this map (http://knucklecracker.com/creeperworld/mapcomments.php?id=569). Previously I would not have played this type of map even. Now I'm the high-score leader by about 9 minutes. I expect that once the mod becomes available my score will be unseated by some of the top players. It would be interesting to see where the score ends up.
Just wanted to let you all know that I use all the packet filters a lot, especially for competing in the Chronom History Tournament (http://knucklecracker.com/forums/index.php?topic=4585.0). The filter for the totem packets is most useful, but I also use the ammo and build packet filters in certain situations.
For people who don't mind very precise micromanagement to obtain the highscore: when you fly OC over collectors you'll notice that you'll often loose packets when a link between OC and a collector is lost. Disabling ammo and/or build packets for just a fraction of a second will prevent this loss and may gain you that one second you're looking for. Of course this is only useful for maps with completion times less than ~3 minutes when every single packet counts.
All true. In the Chronum maps, of the few that I stick around long enough to see a spore wave, I will disable the ammo packets, so the SAMs will not refill, then when the spores are gone, manually deactivate the SAMs and enable the ammo packets.
Yep, or when you build a SAM just for bridging you don't want it to charge with ammo packets, so you disable these just before it finishes building, deactivate it and enable the red packets again.