Hi Dark,

I see your point, but I'm still not sure I'd want to introduce
multiple classes into the game. For one thing it is several times more
complex because i'd have to have multiple stat checks that boils down
to if ship is class x do this and if ship is class y do that. Perhaps
an idea for an update or something as that can get quite involved in
terms of coding.

As for a mission builder like Lone Wolf its not a bad idea, but I
really don't know how I would implament one. You know, I generally
like using prerecorded speech, and in a case of Star Trek this is a
case where prerecorded speech sounds better. I can make AT&T Crystal
or one of the other voices sound something like the ship's computer
which is exactly the kind of effect I want in a game like that. If so
then you couldn't have a mission parcer as that would require Sapi
speech, and I personally think having a mock Star Trek computer would
sound better than a generic Sapi voice.

The other major issue for me is the fact Sapi support isn't a
cross-platform solution. In order to port said game to Linux or Mac OS
is I'd have to spent x amount of time ripping out the Sapi support and
replace it with the target platforms TTS services which increases
production time and energy. Not only is this more time consuming I'm
not sure it is worth the extra effort.

What I mean by that is a couple of years back when I did my USA Games
survey I specifically asked people about Sapi support etc. One of the
things I discovered from that survey is that the majority of Windows
users only have or use the default Sapi voices like Mike, Mary, or Sam
which are in my opinion simply aweful. On Linux most just use the free
ESpeak TTS engine or Festival because they are free. Again, they sound
terrible compared to comercial TTS solutions for Linux. I realized
since this was the case it would be better to prerecord the voices
than depend on whatever voices may or may not be installed on the

Finally, there is the issue of the mission builder itself. Sure I
could add scripting ability via Angelscript, Lua,  etc, but then I
would have to write a manual to tell people how to program the
mission, and have to answer newby questions on how to use the mission
builder. I don't know at this point if I want to go through all that
work supporting third-party missions. Its something I'd have to think
about before officially deciding one way or the other.


On 7/11/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> there seems a very logical solution to this situation, namely, instead of
> having the player select a ship, giving them a specific ship for a specific
> mission. Afterall, starfleet are not idiots, and if some captain insists on
> taking on a borg cube with an intrepid class ship for instance, they're
> going to get told where to go.
> this could actually be a nice way of making mission difficuties variable.
> For instance, in some missions you get a sovereign class ship and battle
> with the borg etc, or an intrepid class ship and are required to map out a
> sector of space, or find a hiden targit in a short amount of time.
> However, for harder missions, unexpected circumstances could get in the way
> and you'd find yourself in command of the wrong ship and need to wing
> things.
> for instance look at the Uss voyager winding up in the gamma quadrent with
> the borg, or some of the situations the enterprise from the original tng
> series, (a galaxy class ship if I remember rightly, and thus one of the
> larger, more armoured ships of the time though not up to the sovereign
> class), Poor old Geordi seemed to be rejiggering the ship's sensors every
> week to cope with some new alien tech or weerd situation.
> that would imho also keep the game interesting, and let people create a
> variety of missions and scenarios for it.
> Generally the more choice of starting factors a player has, the more even
> the difficulty and other factors need to be to insure that it's always
> possible, this is in fact why jason alan has just flat out said some
> race/class combinations in entombed are simply not going to work, rather
> than trying to make every possible set at least vaguely playable.
> An alternative is simply restricting choice, and if, as I hope a startrek
> sim ala lone wolf would also have a mission creator, this would not be a
> problem.
> Beware the grue!
> Dark.

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