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In-game code/macros
- Vimes
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11 years 4 months ago #447
by Vimes
In-game code/macros was created by Vimes
Nothing overwhelmingly exciting here,more a desire for a researchable and totally freeform drag and drop object based in-game code langauge. Techs or quests or trade could allow access to more commands and joining onjects/scripts allowing a rudimentary ai programming for defense/trade and more. The list would grow with power allowing more automation to a system heavy with micromanagement, allowing powers to focus time online in a more meta game which we would wish to play a part in.
Game time and micropayments could gain more commands with super macros overseeing the macros in areas. Automation could be limited by a building and costs per unit grow to limit further.
Thoughts?
Game time and micropayments could gain more commands with super macros overseeing the macros in areas. Automation could be limited by a building and costs per unit grow to limit further.
Thoughts?
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- Trifler
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11 years 4 months ago #451
by Trifler
Replied by Trifler on topic Re: In-game code/macros
If you want to give players the ability to create scripts, I suggest developing a modular block system where the players can mix and match blocks to create what they want. That way non-coders can use it too. In addition, it would make it so that everyone isn't adding a new unique script to the server. They'd just be choosing a combination of existing code blocks.
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11 years 4 months ago - 11 years 4 months ago #452
by Vimes
Replied by Vimes on topic Re: In-game code/macros
Exactly what I had in mind chap
Have to work this one up. It was Garrys Mod that inspired me. All sorts could be done with this including scripts for sale within game but primarily i was thinking specific defence AI orders and trade/mining/production automation.

Last edit: 11 years 4 months ago by Vimes.
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11 years 4 months ago - 11 years 4 months ago #455
by Trifler
Sounds good to me! Yet another great use of customization!
Starting players could be limited to X number of code blocks. Research could increase this maximum, add previously unknown blocks, etc.
Replied by Trifler on topic Re: In-game code/macros
Vimes wrote: Exactly what I had in mind chap
Have to work this one up. It was Garrys Mod that inspired me. All sorts could be done with this including scripts for sale within game but primarily i was thinking specific defence AI orders and trade/mining/production automation.
Sounds good to me! Yet another great use of customization!
Starting players could be limited to X number of code blocks. Research could increase this maximum, add previously unknown blocks, etc.
Last edit: 11 years 4 months ago by Trifler.
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- Sokari
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11 years 4 months ago #526
by Sokari
Replied by Sokari on topic Re: In-game code/macros
be a good way to generate income for you guys by selling new "blocks" for people to use ontop of the basic ones. as people will no doubt be trading their own macros using the new blocks it would persuade more people to buy. if you do go down a micropayment route, it could be interesting to sell new shipsets / single ships as if done properly it won't effect the balance but will give something players will desire.
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