- Joined
- Dec 4, 2019
- Messages
- 23
Hi! Just found this game on steam; and I'm tantalized. It makes me think of my ole star wars galaxies days, before the "NGE" that ruined it all... I miss defending our city, and attacking others... I miss hunting for new parts/gear via a player driven economy. I have vivid, precious, memories of me and my brother spending weeks poaching the best weaponsmiths of our server to move to our city..
SWG originally had very little "end game" but we all made our own... which I think was fed by the fact that everything of value was player crafted, decayed when used, and suffered less overall durability every time it was repaired... so we were constantly scouring player-made cities and shops for Everything... plus players had freedom to decorate and automate NPC merchants , so shopping was actually fun, while necessary.
After watching/googling Every bit of official information about starbase, im hopeful that this game will fill that void, and then some; since ive been a space engineers nerd in recent years.
I can't wait to be a mischievous mechanical han solo, with a robot wookie, piloting a truly custom millennium falcon...
All that said, I have questions, about possibilities.. especially regarding YOLOL, because i lack experience with scripting / programing languages... I can google my way through some basic things, but fear that won't suffice my dreams.
1. This question might enable me to theory craft the answer to my questions below, so I'll start here. What exactly are memory chips even for? I don't understand the usage of custom device fields, when it seems we can just freely edit fields of devices already?? Or am I mistaken? Or Maybe, is it because the YOLOL language doesn't like direct references to field names, and all devices need to be itemized on a memory chip? Or, maybe simply to save character space??
2. On top of this, do the 2 and 3 slot banks require each chip in a set to interact with each other? I guess I just want to confirm, can we give individual YOLOL chips specific I.D.s? Or is remote activation tied to the device base? For example, things that may require multiple timed actions: I might need 1 chip to control hidden turrets on my ship, and another that opens a telescoping hangar door... do these each have to have their own "base" to function independently? Or can I have both chips in a 2 slot base, and independently activate each one? Also, can a chip be bound to a keybind? Or would I Have to have a button for each on my cockpit dashboard? (Which I dont mind, but want to clarify)
3. Love the video showing the rotary cockpit controlling several turrets... But, how hard would this be to setup? I'm afraid that it's going to require some extensive sin/cos/tan equations, since it was specifically mentioned that the high tier chip can do trigonometry.
4. The turret cockpit I assume is steered via mouse input, because aiming a 2 axis rotary with WASD/QE sounds awkward. So, through YOLOL, would it be possible to have a forward facing rotary turret, that I can aim with mouse input, while still controlling my ship with WASD/QE etc. ? And plausibly lock it to the forward 180°/90° angles? Im imagining Jango Fetts ship Slave 1, in ep2, when he's firing/aiming his nose turrets independent of his trajectory.
5. Similar to above, a question about cockpit(seat?) keybinds and automation... mainly, do we have freedom to bind, unbind, rebind keys with YOLOL? I'm picturing flying along peacefully in your cockpit, and suddenly get hit from behind. I want to lock my throttle (or program custom evasive maneuvers?!?) and via a keypress, have a rail system move and rotate me to a rear facing cockpit, and now aim a rear facing turret? If #1 is possible, then maybe even control the ship in reverse, while mouse aiming turret; and be able to freely flop back to the front cockpit???
6. Inertia. Can we kill thrust, keep trajectory, and rotate to a new angle? im assuming not, given what ive read/seen about space drag. But, will this ever be a thing, after EA etc?
7. If #6 is a no-go, then my follow up is, can/will we ever get any kind of afterburner/thrust burst? Similar to the maneuver Rey pulls in the falcon in ep7; she kills the motor, rotates, and bursts it on as soon as she cleared the 'tunnel'. Even if it takes obscene piping for a second expensive fuel, dedicated thrusters, and risks of heat damage and explosions, my piloting prowess will be 10x if this is ever plausible; so I'll engineer and install that risk. 8P
Of course, I understand my questions (dreams?) are premature, the game isn't out yet, and (unless I get a dev to answer?!?) we can only speculate... my questions are more or less about what's even possible to accomplish... although I also hope that these questions spark others ideals; and maybe even find my robot wookie companion, who happens to be good at YOLOL, and needs an ace at the wheel while he tinkers.
Looking forward to any/all responses!! TYVM!
SWG originally had very little "end game" but we all made our own... which I think was fed by the fact that everything of value was player crafted, decayed when used, and suffered less overall durability every time it was repaired... so we were constantly scouring player-made cities and shops for Everything... plus players had freedom to decorate and automate NPC merchants , so shopping was actually fun, while necessary.
After watching/googling Every bit of official information about starbase, im hopeful that this game will fill that void, and then some; since ive been a space engineers nerd in recent years.
I can't wait to be a mischievous mechanical han solo, with a robot wookie, piloting a truly custom millennium falcon...
All that said, I have questions, about possibilities.. especially regarding YOLOL, because i lack experience with scripting / programing languages... I can google my way through some basic things, but fear that won't suffice my dreams.
1. This question might enable me to theory craft the answer to my questions below, so I'll start here. What exactly are memory chips even for? I don't understand the usage of custom device fields, when it seems we can just freely edit fields of devices already?? Or am I mistaken? Or Maybe, is it because the YOLOL language doesn't like direct references to field names, and all devices need to be itemized on a memory chip? Or, maybe simply to save character space??
2. On top of this, do the 2 and 3 slot banks require each chip in a set to interact with each other? I guess I just want to confirm, can we give individual YOLOL chips specific I.D.s? Or is remote activation tied to the device base? For example, things that may require multiple timed actions: I might need 1 chip to control hidden turrets on my ship, and another that opens a telescoping hangar door... do these each have to have their own "base" to function independently? Or can I have both chips in a 2 slot base, and independently activate each one? Also, can a chip be bound to a keybind? Or would I Have to have a button for each on my cockpit dashboard? (Which I dont mind, but want to clarify)
3. Love the video showing the rotary cockpit controlling several turrets... But, how hard would this be to setup? I'm afraid that it's going to require some extensive sin/cos/tan equations, since it was specifically mentioned that the high tier chip can do trigonometry.
4. The turret cockpit I assume is steered via mouse input, because aiming a 2 axis rotary with WASD/QE sounds awkward. So, through YOLOL, would it be possible to have a forward facing rotary turret, that I can aim with mouse input, while still controlling my ship with WASD/QE etc. ? And plausibly lock it to the forward 180°/90° angles? Im imagining Jango Fetts ship Slave 1, in ep2, when he's firing/aiming his nose turrets independent of his trajectory.
5. Similar to above, a question about cockpit(seat?) keybinds and automation... mainly, do we have freedom to bind, unbind, rebind keys with YOLOL? I'm picturing flying along peacefully in your cockpit, and suddenly get hit from behind. I want to lock my throttle (or program custom evasive maneuvers?!?) and via a keypress, have a rail system move and rotate me to a rear facing cockpit, and now aim a rear facing turret? If #1 is possible, then maybe even control the ship in reverse, while mouse aiming turret; and be able to freely flop back to the front cockpit???
6. Inertia. Can we kill thrust, keep trajectory, and rotate to a new angle? im assuming not, given what ive read/seen about space drag. But, will this ever be a thing, after EA etc?
7. If #6 is a no-go, then my follow up is, can/will we ever get any kind of afterburner/thrust burst? Similar to the maneuver Rey pulls in the falcon in ep7; she kills the motor, rotates, and bursts it on as soon as she cleared the 'tunnel'. Even if it takes obscene piping for a second expensive fuel, dedicated thrusters, and risks of heat damage and explosions, my piloting prowess will be 10x if this is ever plausible; so I'll engineer and install that risk. 8P
Of course, I understand my questions (dreams?) are premature, the game isn't out yet, and (unless I get a dev to answer?!?) we can only speculate... my questions are more or less about what's even possible to accomplish... although I also hope that these questions spark others ideals; and maybe even find my robot wookie companion, who happens to be good at YOLOL, and needs an ace at the wheel while he tinkers.
Looking forward to any/all responses!! TYVM!