Custom Map #1213: Prototype testing. By: Nyaaa!

Started by AutoPost, August 14, 2018, 10:05:52 PM

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This topic is for discussion of map #1213: Prototype testing


Author: Nyaaa!
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Desc:
Prototype testing! #PRPL To see all crafting recipes, go to the forum post for the mission! YES, READ ALL THE CONVERSATION! IT IS IMPORTANT! Map was made in just a few minutes, this is mostly done so i can show people the full, finished-ish script.

cpaca

#1
Recipes:
Joven and SmallBox are created from energy, no crafting recipe

All ships with stock names are their upgraded versions, exceptions being Microtanker and Tanker, which are their normal versions, and BigNose, Varro, and CClass. Regular versions will have RG- (or RG_ because i'm inconsistent with myself), their "Upgraded" versions [or ParticleSniper versions] will have PS_ (Or PS-) and their "Upgraded Upgraded" versions [or NuclearReactor versions] will have NR_ (or NR-)

Recipe styling:

[OUTPUT] = [INPUT]

Abbreviations were also created because some ships are used in a TON of recipes.
Abbreviations were made partway through creating this so some things are abbreviated and some are not.

Abbreviations

CC = C Class (RG_CC = Regular C-Class)
BN = Big Nose (read above)
V = Varro (read above)

SB = Small Box
MB = Medium Box
LB = Large Box
AB = Advanced Box
[close]

Boxes

Smol box = from nothing.
Medium box = 4 destroyers + 2 wolves
Large box = Microtanker + Tanker
Advanced Box = RG_CC + PS_BN + LargeBox
[close]


Things you can make Pre-MB
"Tier 1"

Joven = from nothing
2 Destroyers + 1 Wolf = 8 Jovens
Cruiser = 2 Jovens + Small Box
Maurauder = 2 Cruisers
[close]

Things you can make Pre-LB
"Tier 2"

MicroTanker = Medium Box + Small Box
Tanker = Medium Box + MicroTanker
RG_BigNose = Maurauder + MediumBox
Gatling Wolf = MicroTanker + SB
[close]

Things you can make Pre-AB
"Tier 3"

RG_CC = MicroTanker + LB
Super-Gatling Wolf = Gatling Wolf + LB
PS_BN = RG_BN + LB
[close]

Post-AB crafting recipes which do not require Tier 4 items.
"Tier 4"

RG_V = RG_CC + AB
NR_BN = PS_BN + AB
[close]

Post-AB crafting recipes that require Tier 4 [or Tier 5] items.
"Tier 5"

PS_CC = RG_V + AB
NR_CC = PS_CC + NR_BN
PS_V = 4x Super-Gatling wolf + RG_V


Warning: Overpowered. AMP this ship. Immediately.
NR_V = NR_CC + PS_V
[close]
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)

sciurusaurus

It's an impressive amount of effort, and I definitely see the potential of the crafting mechanic in other maps, but to be honest, I think I'd have more fun in a map with a less complex version of it than the one shown here. I needed to make a "cheat sheet" to get anywhere with the ships, and I don't think PF is the kind of game where that kind of thing enhances the experience.

If the idea was tuned a bit to something like :

You start with one lathe. When you pick up a lathe-pickup and build it, they combine into a stronger lathe. When you later get your second stronger lathe, they combine to strongest lathe-type ship.

You could even utilize the boxes (especially if the combining only happened when a box + ship was in a predetermined and clearly marked area) to make the player choose what kind of ships to upgrade. So instead of two ships of the same type, you would bring/build a ship and a box to get a stronger version of the same ship. If the map then had a few small boxes and one or two bigger boxes to pick up, players could end up with very different fleets depending on choices.

And a final note : I think having the dialogue as the only source of key pieces of information is a mistake. As far as I know, there is no way to replay the dialogue short of restarting the map, so if you put essential information about how to use your script in dialogue, please repeat that info in your forum post.

I'm sorry if I sound a bit negative, because I'm really not. I wouldn't bother to comment if I didn't think this idea had solid potential. Just trying to nudge its future into something I'd enjoy properly ;)

Johnny Haywire

#3
Working through the maps from the lowest-ranked up, sometimes I come across some cool maps that are just too challenging for most players. As the previous comment stated, the formulas for this map are merely a bit too complex for a simple introduction and quick exit. So here's what the intro says - (I edited a bit)

Enable energy sucking - PageUp
Disable energy sucking - PageDown

Starting ships - SmallBox & Upgraded Joven

If you gather enough of the right kinds of ships, they fuse into other ships only if their hulls are fully built.

A) 8 UpgradedJovens fuse into 1 UpgradedWolf and 2 UpgradedDestroyers

B) 4 UpgradedDestroyers + 2 UpgradedWolves fuse into a medium box

C) 4 SuperGatling wolves & a Varro to create a PS_Varro

To create a Joven: Press F1 (96 energy required)
To create a small box: Press <insert> (34 energy)

Medium box: Press <delete> (3010 energy)
Large Box: Press <end> (6304 energy)
AdvancedBox: Press <home> (25,000 energy)

To make a ship dissapear (i.e., disappear) you can drag/drop the ship into the bottom-right ship slot, provided "Drag/Drop Ship Buttons" is checked.
You disagree with this sentence, don't you?

Johnny Haywire

Okay, I finished the map and tried doing some different combinations. First of all, I think some of this is just worded a bit confusingly. For instance,

"However, if you want to create a new Medium Box, you need to first create one." (???)

So yeah. Really cool concept but as stated before it's just too complicated for what it is, IMO. There's nothing wrong with having an upgrading system that is similar to DOTA in its complexity - not too difficult to figure out, but you won't get it all in your first read-through unless you're Rainman. But the problem is that I'm not going to play this map over and over again until the build tree becomes second nature. I almost feel like I'm taking a structural engineering exam.

The idea that you came up with, Nyaaa, is super-impressive imo. Here's what I'd recommend:

Make a series in which you introduce ONE ship combination per map. Get a person used to doing, say, the 8 Joven ship combination for at least one map, then give them another map with a second combination. Even if all the combinations are possible on the first map, you can introduce them just one at a time. Just be sure that the level of challenge matches the ships we're expected to know how to build on each map.

Personally, I'd play that series. Please don't be discouraged by the low ratings. People rate something low when they can't figure it out or when the skill level required is higher than their own. People like to feel smart & successful when they play games - help them feel like that's what they are and they'll love your maps.  ;)

Thanks for all the work you put into this and I hope you make more! I'll be looking!  ;D
You disagree with this sentence, don't you?