On Tue, 2007-01-02 at 17:31 +1300, Lee Begg wrote:
> 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?

Sorry, I don't understand what you mean? IE Been "bound" to an object?

> > 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.

What do you mean? After you discover the other end you may want to know
which one it goes to.

> > 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.

Maybe a "Change property" frame? Would anything else also have this type
of property (ie Designs)?

<snip>

> > 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".

Another option would be a "Default Order Queue". IE If you wanted new
fleets to have a "move to x", "remote mine" default order queue.

I think the client should handling "Order Queue"s which only have one
type of order specially. 

Maybe order queues could also have a possible "limit" on the number of
orders can be put in them.

> > 
> >   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 think we are better being to descriptive then not enough at this
stage.

> > 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?

89% -- current value, +10% where the value is currently heading (IE to
99%).

It would be to give an indication of where the values are heading.

<snip>
> Overall, these look quite good.
> 
> The "property categories", while descriptive, don't actually add anything, I 
> feel.

>From a server side they don't really add anything, on a client side it
would change how they are displayed. 

A gauge type would be displayed as a gauge. An integer would display as
a number. Some of the other things are important, IE its better for the
client if it knows that the value should be between X and Y.

IE See the order arguments stuff.

> 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.

As in "Turn first seen at", "First created at", etc?

Mithro

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