> That begs the question: is the tp-clone of RFTS essentially a game
> that is based on the original, or is it attempting to be as close as
> possible?

It is trying to be as close to the original in terms of rules (rather
then UI) within the limitations of the framework. There are going to be
cases where it just does not make sense to clone the ruleset exactly for
a number of reasons.

The ruleset is also limited by how much is coded currently. The advanced
rules have not yet been coded so can't be used yet, help welcome! :)

> Maybe its an obvious question, but I know of other games where the
> "clone" has been made to be based on the original, but I wouldn't play
> it since the "modifications" seemed nice to the people who did them,
> but make it suck badly (the Dark Forces mod for Jedi Academy is one
> that fits into this category). For me, if it is going to be a clone
> then it should be as close as possible... Otherwise don't call it a
> clone ;-)
> 
Where the game differs should be well documented and hopefully this
thread has help show up where that is lacking. Feel free to help update
our documentation at http://www.thousandparsec.net/wiki/TP_RFTS

RFTS is still a bit of a moving target and writing an AI you need all
the peculiarities of the specific implementation. I believe this is
where vi1985's questions come from (as he is doing an AI for RFTS :).

Hope that helps!

Tim 'Mithro' Ansell

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