On Saturday 30 December 2006 20:10, Tim Ansell wrote:
> So I guess this divides into the following categories
>
> Locational Properties -
>    These are properties which describe where an object is on a starmap
> (and where they are going). 

Yeah. Over time (turns) objects might have different locations and ways of 
writing the location. Do we want to handle that? Or keep it consistent?

> Things like wormholes could have multiple 
> positions.

A wormhole is a connection between two ends. Figuring out where the other end 
is is part of the fun. So don't need multiple positions.


> 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.

Many of these descriptional properties can be edited (like changing a name) 
without affected the game at all. It might be nice to be able to edit them 
without sending the whole object.

> Habitation Properties -
>    These are properties which describe if a race can survive at an
> object. Things like temperature, atmosphere, etc. They are most likely
> to be found on planets.
>
> Resource Properties -
>    These describe what is available to be used/mined/etc at a location.
> Found generally on planets, asteroid fields,
>
> Goodness Properties -
>    These describe how good X is at doing something. For example
> production capability or population size.
>
> 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).

Your "battle queue" is not really a queue, but some sort of "standing orders".

> Properties also have a general type,
>   Text Property - Just a string, HTML or some other Formatted String,
> etc.
>   Integer Property - Just a plan number.
>   Range Property - Some type of range, for example the bars in Stars!
> habitability.
>   Gauge Property - Some type of thing which fills up, like the fuel bars
> or the cargo bar in Stars!

AKA percent property.

>   Reference Property - Refers to something else (for example a player, a
> design, etc)
>   List Property - Lists a bunch of other properties (IE Resources would
> be a list of reference properties?)
>   Choice Property - Can make a choice of something.
>   Graph Property - Some type of graph, with the location where the
> current value is and where it is heading. This could be used for
> production capability (which is likely to be non-linear).
>
>
> Does this break down look sensible? 

Yes. Those primitive types above should be enough.

> I still think we need a bunch of 
> common arguments which all objects must have.

Ok. Any suggestion as to what those could be?

> We could describe a planet in the following way,
>   Temperature - Hab, Range (0K - 10,000K)
>   Radiation   - Hab, Range (0Rad - 1000Rad)
>   Gravity     - Hab, Range (0g - 1000g)

I think you will find that all three of those should be exponential scales, 
not linear.

>   Production  - Goodness, Graph (X - Value, Y - Production,
> Points[(x,x), (x, x), (x, x)])

I notice in the example below that this is written as "(89%, +10%)" which 
bears no resemblance to the description above. Just what does this mean?

>   Owners      - Description, List of (References to Players)
>   Resources   - Resource, List of (References to Resources, List(Integer
> - Surface, Integer - Mineable, Integer - Total))
>
>   Build Queue - Order Queue
>   Focus       - Choice ('Research', 'Production', 'Growth')
>
> A planet would then be something like
>   [100K, 10Rad, 10g, (89%, +10%), [ref('Mithro')], [ref('Tantilum'),
> (100kt, 10kt, 115kt)], (10 orders), ('Research')]
>
> What do you think? Anything which I have forgotten?

Overall, these look quite good.

The "property categories", while descriptive, don't actually add anything, I 
feel.

Time properties (ie, age, etc) don't appear.  I might have missed them from 
the brain dump. Could be interesting to have the age of a colony or fleet.

> Mithro

Later
Lee

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