So I guess this divides into the following categories


Descriptional Properties -
        These are properties which are for the players information when making
decisions. As far as the client is concerned they don't have any effect
on the game.
        These would include things like "Name", "Description", etc

Order Queues -
        Currently we only have one order queue. There is no real reason an
object couldn't have multiple order queue's. 
        This could be used for where you want a separate "Build Queue" to an
"Action Queue". It could also be used on ships where you have an "Battle
Queue" which specifies what the fleet should do in battle (IE Attack
hard for X turns, run away).

I guess there are also different property types, for example





> Universe:
> * Approx size (should be less than sqrt of 2^64 -1 (= 2^32), because of math 
> limits) (might not be necessary to actually specify)
> * age?
> * name?
> 
> A note before we get much further: It really depends on how we model things 
> just what object types and properties are needed and where they actually 
> appear. Below is what I was kind of designing for a game which is a cross 
> between Stars! and SEIII, working around limitations of tp03 (single order 
> queue) and then generalised a bit.
> 
> Space Containers (galaxies, star systems, areas/volumes, sectors, etc):
> * Approx size
> * approx centre
> * velocity? (maybe if celestial movement is modeled.)
> * name (sometimes)
> 
> Planet:
> * name
> * Size
> * mass?
> * position (centre)
> * Velocity?
> * Resources available/stored/mineable/detected
> * Environment
>    * Gravity
>    * Temperature
>    * Elements in air, liquid, etc
>    * atmospheric pressure
>    * Radiation
> * Colonies? (see below)
> * Facilities? (also see below)
> * Owner (who controls it, may be not needed if modelling colonies)
> * order queue(s)?
> 
> Fleet/ship:
> * name
> * Owner
> * Controller(s)? (other races/players who can control the fleet)
> * position (free space, orbit, surface)
> * velocity
> * acceleration?
> * damage
> * where the damage is
> * fuel/energy/supplies (endurance)
> * resources in cargo
> * special abilities
> * type/design of ship(s)
> * number of ships
> * qualities of commander/captain/crew
> * age?
> * all ship design properties?
> * scanner range
> * scanner abilities
> * type of engines
> * ships on board for carriers
> * battle orders
>    * strategy
>    * aggressiveness
>    * priorities
>    * patrol area/size
>    * friendly forces
>    * use of stealth
> * order queue(s)?
> 
> 
> 
> Star:
> * name
> * star type/colour/temperature/radiation/size/gravity (all closely related)
> * position/centre
> * velocity?
> * age?
> 
> The star properties could be properties of the star system if the actual 
> stars 
> aren't modelled.
> 
> 
> Debris:
> * retrievable resources
> * size
> * position/centre
> * velocity?
> 
> Colony:
> * name
> * race/owner
> * population
> * location
> * facilities?
> * on hand/stored resources?
> * population utilisation (what does the population do? what factories etc?)
> * population statistics
>     * grow rate
>     * death rate
>     * education rate
> * production
> * age?
> * size?
> * order queue(s)?
> 
> Facility:
> * name?
> * location (planet/colony/ship/fleet)
> * production
> * size
> * cost
> * resources required
> * order queue(s)
> 
> Mine field:
> * approx centre
> * approx size
> * number of mines (density)
> * weak spots/areas
> * owner? Allowed races(players)?
> 
> 
> 
> 
> How is that for a mind dump?
> 
> Any ideas? Post them!  This is a brainstorming thread!
> 
> Later
> Lee

_______________________________________________
tp-devel mailing list
[email protected]
http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel

Reply via email to