Custom Map #1173: Ship Alooone 1. By: FOXX

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on: July 04, 2018, 01:45:51 pm
This topic is for discussion of map #1173: Ship Alooone 1


Author: FOXX
Size: 334x280

Desc:
Actually 2 Ships. The HQ and 1 Upgradable Ship. Introduction Map for this Create Your Own Ship Adventure. Scripting by Kajacx More Info on Forum. #EditStruc #FastBuild #ProximityEmitters



FOXX

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Reply #1 on: July 04, 2018, 01:49:01 pm
The Introduction map for a new series with a totally new playstyle.
Scripts by Kajacx

Some general info:

- You Start with 0 Scrap, ShipLevel 1 and 14 LevelPoints.

- The 2nd Level is Reached at 200 Particles. Each Next Level Increases with every 200 Particles Destroyed by the Upgradable Ship.

- You get a game event tag if you don't have enough Scrap to Upgrade or Level to Unlock.

- Each time you Upgrade your Ship your Upgraded Ship needs to be Rebuild and If the Upgradable Ship has an AmpGem on it you have to pick up the AmpGem after each Upgrade. Sorry, but there was no other way for this.

(click to show/hide)

(click to show/hide)

Enjoy :)
« Last Edit: July 13, 2018, 06:32:10 pm by FOXX »

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FOXX

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Reply #2 on: July 04, 2018, 03:36:26 pm
My Ending Ship and Stats



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chwooly

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Reply #3 on: July 04, 2018, 09:08:47 pm
Interesting and fun concept, thanks

1 note, I think there should be level values for when you destroy an emmitter and or mire.

Either way, still a fun map and I am looking forward to the next installment.


Thanks

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GoodMorning

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Reply #4 on: July 05, 2018, 05:17:47 am
Detecting mire destruction is quite prone to lag - more, even, than particles.

Emitters are trivial to detect the destruction of.


I quite enjoyed the ability to ram rather more than usual. The hull growth rate was ... impressive.

I finished up with three lathes, a Guppy, and (for some reason) a Reactor.

A narrative is a lightly-marked path to another reality.


FOXX

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Reply #5 on: July 05, 2018, 06:11:00 am
Interesting and fun concept, thanks

1 note, I think there should be level values for when you destroy an emmitter and or mire.

Either way, still a fun map and I am looking forward to the next installment.

Thanks

Thank Kajacx for this Great Mechanism. He made this for another map and i took this out for a separate Series.
The Advantage this system has is that i can make different settings in each Map. (example -> Map 1 you start with 14 Level Points and takes 200 Particles to Level up. Map 2 can be example -> you start with 0 Level Points and takes 50 Particles to Level up)
And for Map 3 we have something else planned :)

Greets
FOXX

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FOXX

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Reply #6 on: July 05, 2018, 06:19:50 am
Detecting mire destruction is quite prone to lag - more, even, than particles.

Emitters are trivial to detect the destruction of.


I quite enjoyed the ability to ram rather more than usual. The hull growth rate was ... impressive.

I finished up with three lathes, a Guppy, and (for some reason) a Reactor.

Maybe Kajacx even tried the other system and changed to this one because of the Lag. Don't know for sure but sometimes i had some Lag when playing. Not to much.
There is a 'FastBuild' Script for the fast Building/Repairing which is a great Script with options for Future Maps.
You ended up with a Very different Ship then mine and that is alo beautifull of this system.
All Maps in this Serie start with a different upgradable ship and sure there will be one with a Reactor on it later.

Greets
FOXX

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chwooly

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Reply #7 on: July 05, 2018, 07:56:14 am
Detecting mire destruction is quite prone to lag - more, even, than particles.

Emitters are trivial to detect the destruction of.


I quite enjoyed the ability to ram rather more than usual. The hull growth rate was ... impressive.

I finished up with three lathes, a Guppy, and (for some reason) a Reactor.

I was thinking of points for the Mire emitters(?) not mire itself. Something along the lines of a 4 being worth 50 points and a 16 being 200 points. I should have been more clear.

Foxx, I played this map 4 times so far. And I do like the ramming and the very impressive growth rate.

Looking forward to the next map.

Cheers


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FOXX

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Reply #8 on: July 05, 2018, 09:27:03 am

I was thinking of points for the Mire emitters(?) not mire itself. Something along the lines of a 4 being worth 50 points and a 16 being 200 points. I should have been more clear.

Foxx, I played this map 4 times so far. And I do like the ramming and the very impressive growth rate.

Looking forward to the next map.

Cheers

Ahaa, and that system can also be applied on Emitters. The stronger the Emitter / MireSpawner, the Higher the Level Points. Ship- and DoppelSpawners could also be included. Only thing is that this needs to be scripted and the layout for the series is already made. (probably 6 Maps)
Maaaaybe for extra Maps this could be a thing but the setup in map 2 is already different then map 1. (idea is to switch this setup every map)

"Foxx, I played this map 4 times so far." -> Yeah, usually i don't replay my maps but this is a Map i'm going to replay myself.

Greets
FOXX

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Tashen

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Reply #9 on: July 05, 2018, 11:17:40 am
Nice new system.  I never made it to level 5 (which I think was required for the MK7s).  I finished at level 4 with 1 extra lathe, cannons, engine, and storage tank.  To defeat the baddy with the MK7 I used the edit struct to damage him and get the gun down and then rammed.



FOXX

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Reply #10 on: July 05, 2018, 11:57:12 am
Nice new system.  I never made it to level 5 (which I think was required for the MK7s).  I finished at level 4 with 1 extra lathe, cannons, engine, and storage tank.  To defeat the baddy with the MK7 I used the edit struct to damage him and get the gun down and then rammed.

New System - New Strategies and Ramming works great with this System. (didn't ram much in this Map - only the Doppels around the Islands)
The MK7 Needed Level 5 in this Map but you can play as you want and that is maybe the most fun about this Upgrade System.
Next Map the settings will be slightly different.

Greets
FOXX

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Sorrontis

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Reply #11 on: July 05, 2018, 03:53:35 pm
you guys impress me.  8)

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FOXX

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Reply #12 on: July 06, 2018, 08:07:33 am
you guys impress me.  8)

Very Pleased Sorrontis :)
And this is only going to be better !!

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FOXX

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CyberDyneSystems

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Reply #13 on: July 20, 2018, 08:25:05 pm
This is very cool indeed. :)


So I was a bit foolish and invested in early in the aircraft carrier upgrade, took quite a fight to finally get enough scrap to build it with my limited ship. I was sad to see that this costly upgrade costs again in that particles destroyed by fighters did not count towards level upgrade. :(
After all that I had to turn off the carrier deck so I could get some particles for leveling up.

The upside, with no other way to take on the ships, including those equipped with Mk7, the dormant flight deck which I was forced to construct out in front of everything else instead of behind, became a VERY effective (if costly) battering ram!
« Last Edit: July 20, 2018, 08:42:25 pm by CyberDyneSystems »



FOXX

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Reply #14 on: July 21, 2018, 04:40:06 pm
This is very cool indeed. :)

I agree :)

Quote
So I was a bit foolish and invested in early in the aircraft carrier upgrade, took quite a fight to finally get enough scrap to build it with my limited ship. I was sad to see that this costly upgrade costs again in that particles destroyed by fighters did not count towards level upgrade. :(
After all that I had to turn off the carrier deck so I could get some particles for leveling up.

The upside, with no other way to take on the ships, including those equipped with Mk7, the dormant flight deck which I was forced to construct out in front of everything else instead of behind, became a VERY effective (if costly) battering ram!

Yeah, Ramming is very useful in these maps. Each map in this series has its own settings for a little change.
Best of these maps is you can play in different ways with different modules.

Greets
FOXX

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