Connected slots and multi-slot part

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

Moderator: Oberlus

Post Reply
Message
Author
jinlanid
Space Squid
Posts: 88
Joined: Mon Aug 12, 2019 9:26 am

Connected slots and multi-slot part

#1 Post by jinlanid »

Allow slots to be connected, So it's possible to add "multi-slot part" to game.
You can add smaller part into bigger slot, eg: add 3 armor parts into a "3-connected slot".
Then we can make some multi-slot parts.

Eg:

Multicellular Hull:
external: 3-connected slot
internal: 2-connected slot

Heavy Asteroid Hull:
external: 3-connected slot, 2-connected slot, single slot
internal: 3-connected slot

Ophiuchus
Programmer
Posts: 3433
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Connected slots and multi-slot part

#2 Post by Ophiuchus »

How does this improve the gameplay?
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Look, ma... four combat bouts!

jinlanid
Space Squid
Posts: 88
Joined: Mon Aug 12, 2019 9:26 am

Re: Connected slots and multi-slot part

#3 Post by jinlanid »

yes, you are right. This is useless. If there is some "big part", it should be core part.

User avatar
Oberlus
Cosmic Dragon
Posts: 5715
Joined: Mon Apr 10, 2017 4:25 pm

Re: Connected slots and multi-slot part

#4 Post by Oberlus »

jinlanid wrote: Tue Sep 03, 2019 12:58 pmyes, you are right. This is useless. If there is some "big part", it should be core part.
Well, it could be useful to help differentiate big ship parts.

User avatar
LienRag
Cosmic Dragon
Posts: 2148
Joined: Fri May 17, 2019 5:03 pm

Re: Connected slots and multi-slot part

#5 Post by LienRag »

Ophiuchus wrote: Tue Sep 03, 2019 11:51 am How does this improve the gameplay?
The gameplay, I don't know, but the ship design would be a bit more diverse since one would have to choose between putting one big part or two small ones.
There could be also a sort or "twin cannons" rule that would make similar parts mounted in two (or more) connected slots have a small bonus.
Or even some "compatibility" rules that would exclude putting part A in the same connected zone than part B.
(one example would be for hangars¹ : in ships with two connected internal slots + another one, the player can put only one category of fighters in the connected slots but can put another category in the non-connected one)

So, not a priority, but imho not an idea to reject categorically.

¹ If the backend changes to allow it, obviously

Ophiuchus
Programmer
Posts: 3433
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Connected slots and multi-slot part

#6 Post by Ophiuchus »

LienRag wrote: Tue May 19, 2020 11:04 pm
Ophiuchus wrote: Tue Sep 03, 2019 11:51 am How does this improve the gameplay?
The gameplay, I don't know, ...

So, not a priority, but imho not an idea to reject categorically.
We should KISS that idea goodbye until there is some evidence of gameplay improvement.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Look, ma... four combat bouts!

Post Reply