Author Topic: Expedition v0.1.8, List of RFEs  (Read 5981 times)

Slash

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Expedition v0.1.8, List of RFEs
« on: August 10, 2010, 01:08:11 AM »
This is the list of RFEs i'm currently implementing, feel free to discuss!!

Also, check out the latest advancements at http://slashware.net/blog/

http://www.roguetemple.com/forums/index.php?topic=1264.msg8520#msg8520
* Add simplified "Tacking"
* Allow buying timepieces to check longitude
* Ship maintenance (Cleaning bottoms)
* Implement materials for ships construction
* Furl/Unfurls Sails using spars. Simplified, you can deploy sails at the cost of time and thus be faster but more prone to damage and chaos on storms

http://www.roguetemple.com/forums/index.php?topic=1264.msg8537#msg8537
* Add wind currents that propel/hinder your ships movement
* Add tides near shore: Random variations on the ship position that could damage the ship
* Change orthogonal ship movement
* Enhance online manual


http://www.roguetemple.com/forums/index.php?topic=1264.msg8544#msg8544
Enhance landing: Add hidden rocks that severely damage your ship on shallow beach water. May be adding landing boats
Ship groups: It's hard to command a group of ships as an unified unit, so there's a risk of the ships crashing between themselves on storms
Telescope: Ability to look far away (Needs Captains)

http://www.roguetemple.com/forums/index.php?topic=1264.msg8556#msg8556
Alternate timelines: A pan southern american Bolivian empire that never was. Or maybe the natives never suffered the "small pox epidemic" and could fight off Cortez and the spanish conquerers

http://www.roguetemple.com/forums/index.php?topic=1264.msg8562#msg8562
Add cannons
Add marine chronometer

http://www.roguetemple.com/forums/index.php?topic=1264.msg8564#msg8564
Alternate options for interacting with the natives. For example, different groups such as the Mayans, Aztec, Inca and Taino natives may be located in different areas, may be more/less likely to be hostile, and may have different resources to trade.

I would also like to see the integration of such groups into colonies, with different groups having different strengths or character classes. For example, the Mayans may have more Warriors, and the Aztec more Engineers (off the cuff, needs a bit more research )

You encounter a group of Aztec natives. {a}ttack, {b}arter, {r}ecruit

http://www.roguetemple.com/forums/index.php?topic=1264.msg8566#msg8566

Mythical scenario. Sea monsters and beasts to battle... Magical mystical islands, that rise up out of the ocean and vanish.. Even Atlantis to find...
The Bermuda triangle to navigate.

Add Trade winds

Add Mutinies

Add fog that stops you from seeing anything, and if you hit land you damage you ship.

Add trading posts on islands

Add rumour system impacting prices

http://www.roguetemple.com/forums/index.php?topic=1264.msg8567#msg8567

Add autopilot for sea travel between two locations (relayed to captains)

Esc should exit menus/shops as Space already does

Preset expedition loadouts: I would also like to be able to start the game with preset expedition loadouts, rather than having to go to the stores every single time!

Hide or gray out the "Resume Expedition" option if there are no resumable expeditions.

http://slashie.net/e107_plugins/forum/forum_viewtopic.php?1294

You could earn some money by using cargo space to transport something(s) for a wealth merchant to a specific location.

Cannons and sea based battles would be a great addition.

Rewards for surviving 5 encounters with the natives.

Bonuses for removing other countries settlements.

Hiring on special high level soldier to give boost to soldiers and group power. If they die in battle, there's a big drop in moral/group power.

There's got to be an inn or manor. (Every game has to have one of those. :)
At the inn, players could gain information for a price, could over hear rumors, and could hire these higher ranking soldiers.

I like how the soldiers gain 'levels' as they travel and fight.

The groups explorer gains a level, and now the player can see a larger area of the map, or they have the ability to always know where the ship is, or they travel faster through certain terrain (using less food), or even has an uncanny knack for finding where the native settlements are.

http://slashie.net/e107_plugins/forum/forum_viewtopic.php?1277.10

Allow wood chopping. There should be some way to harvesting the wood from the new world as well as getting it from spain.

Add native settlements, respawn native expeditions at settlements. I've landed a few times, built settlements, made it back to spain, and landed again, and didn't see any sign of the locals.

Interact with european courts. I'd love to be able to interact with the spanish court, as well as the French, English, Dutch, even the Italians

Add pirate towns. Even a 'pirate' town would be useful even if it was exceptionally dangerous to the sailors/soldiers.

Add random sea events. I get the occasional, 'your ship has been damaged' but some sort of random events would make this more interesting. i.e. Your ship has been attacked by a giant squid, your ship(s) take three points of damage, but you gain 100 packets of food after having fought and killed the creature.

Add fishing, option to move a little slower, but could fish along the way to build up a dwindling food stock.

Allow meeting other ships (trading supplies)

Allow meeting other ships (combat)

Allow hunting for food in the new world

Allow colonists to carry a lot of weight and be inexpensive

Allow peaceful interactions with the natives

If your expedition is carrying equipment when you establish a town, transferring colonists can cause you to got beyond your weight limit. You will get a message that says you've passed your weight limit and the colonists will be lost, and after that it's impossible to get out of the town creation screen since you need to transfer at least 100 people.

Chats with Joe Larson
Buy all your stuff in once place.

remove some of the granularity you've got.Like instead of swords, spears, bows, crossbows, just have swords and bows or even better just "weapons". Instead of soldiers, archers, marines, just have "soldiers" No carpenders. Colonsits are carpenters.

You need to make this hold the players hand. Tell people how much they're going to need to start a city back in spain. Tell them about combat and suggest how many soldiers they need. I like the food days thing. Point that out to the player at some point.

You should hide an "el dorado" somewhere.

The colonies should also be self sustaining at some point. They should produce food and wood.

When buying freshwater there's a bug in the output.

The icon for the bow and crossbow looks oddly sword like.

Some notice before I left that I'd need 100 people to form my first town would have been good.

Chats with Eben Howard
The icons for the bows are swords

when you buy things, or otherwise input, the input area is not always at the end of the text, so you end up overwriting text with your input

the 0 (zero) on the top row above the keyboard doesn't work, only the numpad one does, which is annoying on a laptop

Some of the text on the help screen is mashed together... the lines between fire and repair. looks like two lines printed in the same space

Chats with Michael Curran
Cutting down the LoS on land would be good too
Towns belong to a flag, if they are your flag you can fetch a limited amount of resources from them (but they can rebel against you if you are to abusive)

Chats with Oryx
color the values differently than the text in the UI
dialog box in merchants should say [space to exit]
needs a bit nicer title screen :)

Chats with Jice
I have a crash on Ubuntu when I try to leave the port. Apparently, ubuntu's jre cannot play mp3?
« Last Edit: August 10, 2010, 03:06:00 PM by Slash »

ido

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Re: Expedition v0.1.8, List of RFEs
« Reply #1 on: August 11, 2010, 10:34:48 AM »
 :o

That's quite a list you have there - but I am sure you can handle it!

Good luck, looking forward to see what this interesting projects turns into.


EDIT: I enjoyed the following quote:

Quote
Chats with Eben Howard
The icons for the bows are swords

:)
« Last Edit: August 11, 2010, 10:36:48 AM by ido »

Slash

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Re: Expedition v0.1.8, List of RFEs
« Reply #2 on: August 31, 2010, 04:11:28 AM »
Development goes on and strong!

Check the latest hapennings at the devlog: http://slashware.net/blog/

Etinarg

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Re: Expedition v0.1.8, List of RFEs
« Reply #3 on: August 31, 2010, 08:40:11 AM »
For me, this is one of the most promising projects lately.