Forums » Suggestions
All we need now...
are NavPoints.
This thread will be about NavPoints and their implementation ONLY, please do not include anything other than NavPoints(no valks, rockets, gauss, wraiths, hornets, heatsinks, etc.)
The way I want to see Navpoints implemented is 3 commands:
/setnavpointpvt "sector" "coordinates"
/setnavpointteam "sector" "coordinates"
/setnavpointpublic "sector" "coordinates"
that's how I see it, plain and simple, a private navpoint(/setnevpointpvt) will display for you and you alone, you are allowed up to 5 of these
a team navpoint(/setnavpointteam) is for your team and your team alone, you are allowed 3 of these.
a public navpoint everybody can see, but your points will dissapear if you leave the sector, you are allowed up to 10 of these.
This thread will be about NavPoints and their implementation ONLY, please do not include anything other than NavPoints(no valks, rockets, gauss, wraiths, hornets, heatsinks, etc.)
The way I want to see Navpoints implemented is 3 commands:
/setnavpointpvt "sector" "coordinates"
/setnavpointteam "sector" "coordinates"
/setnavpointpublic "sector" "coordinates"
that's how I see it, plain and simple, a private navpoint(/setnevpointpvt) will display for you and you alone, you are allowed up to 5 of these
a team navpoint(/setnavpointteam) is for your team and your team alone, you are allowed 3 of these.
a public navpoint everybody can see, but your points will dissapear if you leave the sector, you are allowed up to 10 of these.
I can see the team navpoints as being useful for an organized assault, but why would you need a private or public one? Or would it be more like a warning beacon like: "Warning, minefield ahead" or "I'm testing a bug leave me alone"
Personally, I like beacons better. They're like small port mines. You simply fly to where you want it to be, and drop one. You can buy a team-only version or an everyone version. These can mark wormholes, or cargo, or whatever.
Maybe in the future "Explorer" will be a real job, where you find warpgates and stuff. Maybe even we could make "automapping" navbeacons that map stuff for you, and maybe communications beacons, and, well, the possibilities are endless.
Maybe in the future "Explorer" will be a real job, where you find warpgates and stuff. Maybe even we could make "automapping" navbeacons that map stuff for you, and maybe communications beacons, and, well, the possibilities are endless.
Or you can have private beacons and sell the frequency to other players to get hidden wormholes and space stations.
That'd be a bit harder to impliment, though. The ones I listed, you buy them and drop them, they could be made to work with the current game fairly easily. If you have to influence the frequency, and make a way to sell things to other players, and make it visible to only people that have bought it, you're adding a lot of complexity to the game, a lot more interface screens and more data per character floating about (ie the system needs to know which beacons EVERYONE in the sector can see, which could make the db quite larger).
no, i'm all for navpoints.
every kind htp listed has reasons to be implemented.
a) private navpoints: if you have found a certain jumpgate that hides a profitable sector or stuff, and you want to exploit that (that would make for new role playing elements, as has been discussed already).
b) team navpoints as has been said in this very thread, for coordinations of greater attacks, but also for the above (nation/fraction-specific cargo routes 'n stuff)
c) public navpoints: to denote any area (for derbies, bus wars, duels...)
personally, i am against beacons that require a port, ammunition and a launcher.
i) they cost money, and this should actually be implemented in any decent navigational computer
ii) it is less precise than a navpoint set by the user
iii) they run out, and probably at the worst times (never underestimate murphy's first law).
every kind htp listed has reasons to be implemented.
a) private navpoints: if you have found a certain jumpgate that hides a profitable sector or stuff, and you want to exploit that (that would make for new role playing elements, as has been discussed already).
b) team navpoints as has been said in this very thread, for coordinations of greater attacks, but also for the above (nation/fraction-specific cargo routes 'n stuff)
c) public navpoints: to denote any area (for derbies, bus wars, duels...)
personally, i am against beacons that require a port, ammunition and a launcher.
i) they cost money, and this should actually be implemented in any decent navigational computer
ii) it is less precise than a navpoint set by the user
iii) they run out, and probably at the worst times (never underestimate murphy's first law).
My suggestion:
You stop for a second in space and hit the "nav point menu" key.
The menu pops up and you select one of 10 slots, give it a name and it is saved there.
Later you can /sendnav "player" <number>, where "player" is the name of your favorite Babylon 5 character and <number> is the number of the navpoint marking the entrance to a very profitable sector.
It is then sent like credits to the other player. He can then hit the "nav point menu" key and click "accept last incoming" and assign it to a slot.
The navpoint will then show up same way as a jumpzone marker.
This will NOT create an entity in space for the sector daemon to remember and will NOT bog down the server any more than chat does and cargo status does.
-->
<Zathras> Eh... Where is the gate to sector 26?
<UncleDave> I'll sell you the navpoint for 20.000 creds.
**Money successfully transfered
**Recieved navpoint valid in sector 20 from UncleDave
<--
Ofcourse I'd have to trust UncleDave not to send me an oxcrap navpoint, but that's a realistic risk.
The fact that I'd have to go into the menu and "accept last NavPoint" manually (ie the menu does not pop up) is there because:
Your'e running cargo and some pirates show up. You dodge their first wave of missiles but as you try to dodge the next wave one of them sends you a navpoint and a menu pops up...
Sounds good?
You stop for a second in space and hit the "nav point menu" key.
The menu pops up and you select one of 10 slots, give it a name and it is saved there.
Later you can /sendnav "player" <number>, where "player" is the name of your favorite Babylon 5 character and <number> is the number of the navpoint marking the entrance to a very profitable sector.
It is then sent like credits to the other player. He can then hit the "nav point menu" key and click "accept last incoming" and assign it to a slot.
The navpoint will then show up same way as a jumpzone marker.
This will NOT create an entity in space for the sector daemon to remember and will NOT bog down the server any more than chat does and cargo status does.
-->
<Zathras> Eh... Where is the gate to sector 26?
<UncleDave> I'll sell you the navpoint for 20.000 creds.
**Money successfully transfered
**Recieved navpoint valid in sector 20 from UncleDave
<--
Ofcourse I'd have to trust UncleDave not to send me an oxcrap navpoint, but that's a realistic risk.
The fact that I'd have to go into the menu and "accept last NavPoint" manually (ie the menu does not pop up) is there because:
Your'e running cargo and some pirates show up. You dodge their first wave of missiles but as you try to dodge the next wave one of them sends you a navpoint and a menu pops up...
Sounds good?
yay i want it!