Improving the experience for new and expert players

Tichy
Posts: 132
Joined: Tue Jul 02, 2013 12:00 pm

Re: Improving the experience for new and expert players

Post by Tichy »

That's good! :)
I think that, it would be even better with a more basic start ship, like the Natrix.
NeuralKernel
Posts: 36
Joined: Tue Jul 02, 2013 1:42 am

Re: Improving the experience for new and expert players

Post by NeuralKernel »

OK, I think I qualify as an Expert Player... I just had a run in with Hercules and Survived ;)
I've got a few problems and no idea how to fix or hack them on my own.
First, the instrumentation... I love being able to tap F2 to bring up the orbital navigation data (I leave it on the F6 sub-screen and set the view to the object I'm orbiting) but there are some problems. You can't have a hyperspace target AND view the orbital data for the current system. If you set the hyperspace destination to a different star then all the sub-screens data are about the destination system rather than the current one. This means that I can't have a hyperspace target ready while I check the orbital data for a Fuel Scooping Jovian Descent. If the Hyperdrive is going to get tweaked somehow to stop jumps from inside atmo / gravity then it doesn't matter in the long run. I can drop down, scoop and get back to orbit (well, I couldn't scoop Hercules, the Mola Mola didn't have enough thrust to keep both altitude AND speed high enough to engage the scoop... Hercules is a BEAST of a planet, the descent was actually a bit harrowing!) but if I could blast in, gas up and jump out all in one go it would make for some very dramatic escape possibilities...
Heh... the UI is a mess, not a fault of any of the developers but just a legacy of the Ancient Games :D
Tichy
Posts: 132
Joined: Tue Jul 02, 2013 12:00 pm

Re: Improving the experience for new and expert players

Post by Tichy »

Using the orbital view very often, I've had this problem.

Anyway, you can do this:
Select your HS target, then lock it pressing Space. Once locked, you can return to the system you want to view without changing the HS target.
meows
Posts: 5
Joined: Sat Dec 26, 2015 11:32 am

Re: Improving the experience for new and expert players

Post by meows »

Guys. While I really like your game here. My opinion means little I realize this. May I suggest you look at 2 games. Both have a touch of what you have here. One is still played by thousands and thousands.. The other died a quite death in less than a year.

The Download Microsoft Space Simulator - My Abandonware says it all.
the other is here
http://www.tradewars.com/default.html
https://en.wikipedia.org/wiki/TradeWars_2002

I hosted TradeWars which came out in 1986 on our BBS servers from 1986 to 2003.

The only reason I mention this is you seem to be leaning in the direction of making a NASA space training program rather than a game.
I started with computers with Microsoft a few months before DOS 4 came out. Yes old and grey.
You have a good product. in Pioneerspace sim. If you add more playability it could rival
Released in 1986, TradeWars was among the earliest
multiplayer online games

As of 2013, TradeWars has been hosted on over 21,000
different sites in 59 different countries, with some sites
hosting the game continuously for over 25 years

In 1995, when there were 400 active MUD sites, TradeWars was
running on over 14,000 different sites

That same year, when popular MUD LambdaMOO hosted 10,000
players, over 70,000 played TradeWars

It has been cited as an inspiration of game developers like
Paul Sage (Ultima Online), Josh Johnston (Jumpgate), Eric
Wang (Earth and Beyond) and Pete Mackay (Star Citizen)

TradeWars has been referenced by multiple books on the early
Internet and online gaming history.
impaktor
Posts: 1008
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
Contact:

Re: Improving the experience for new and expert players

Post by impaktor »

@meows Hi!

I'm a bit too lazy to go through this 3 year old thread you resurrected, so I'm not sure what it is being discussed.

Could you be more specific on what it is that you think pioneer should do that these games do? What is it these games can teach pioneer?

That Tradewars is/was popular has little relevance to pioneer, I think. Eve online and minecraft are also popular. The main reason people play pioneer is a combination of Frontier nostaligia, and appreciation of "real" Newtonian mechanics. If we try to make pioneer into Elite Dangerous, or Eve Online, well, we can never come close, and there will be no reason at all to play an inferior copy.

If you're talking about trading, then I would be interested in source code or pseudo code, or hand-wavy sketch of it. I have large plan of coupled differential equation simulation of all market places in the galaxy. I'm interested in other ways of doing it or "cheating", makeing a fake dynamical market price simulation.

For the past month, I've been reading through a bunch of table top RPG books with the eye towards implementing a lot of it in Pioneer. Mainly Traveller (1977 original), and GURPS Lite (free pdf download).

As for multiplayer, that is not possible for pioneer. Please see FAQ on our wiki.
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