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Follow-ups to faction revamp #400

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Cervator opened this issue Dec 27, 2018 · 3 comments
Open
8 tasks

Follow-ups to faction revamp #400

Cervator opened this issue Dec 27, 2018 · 3 comments
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Enhancement-architectural Enhancement-code quality Javadoc, renaming, reordering of lines of code help wanted

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@Cervator
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Cervator commented Dec 27, 2018

With #386 merged we have overhauled factions! Nice jump @ZPendi and thanks for all the review from others like @Adrijaned :-)

Now there's a lot we can do with that sort of system, but as the PR was aging with 160+ comments I merged it with the intent to write some follow-ups here so they can be pursued separately in nice fresh new PRs.

  • The z hot key to show factions should probably be documented somewhere for now. Maybe even a step should be added to the tutorial?
  • Still need to find a fix to drawing text within the orbit of a planet
  • Mercenaries should probably always be allied with the player who hired them. Right now they come out at the faction their ship is assigned to, so a desert mercenary will happily follow you but will also be trying to blast you ;-) Maybe we can dynamically create a new modified asset that somehow is super loyal to the player? Maybe even unable to damage / be damaged by the player?
  • There were some remaining code quality issues in the PR on particular lines. @Adrijaned might you be able to detail them overall here or so? Or maybe only any remaining important ones
  • Weird situations can happen: if the player goes hostile against Imperials and dies, you still respawn at the imperial station, immediately getting shot at, whoops. Also I've seen station guards attacking their station - guessing they were trying to hit a nearby desert boss and just had the traditional imperial accuracy. Maybe guards should be unable to hit what they are guarding? Could make sense if they "share shield codes" or something.
  • We need some ways for the player to gain reputation with hostile factions. Throwing loot at them maybe? Bribery is a proud tradition
  • Ships in modules need to have factions assigned somehow. Maybe they're automatically in a faction named per their module?
  • Projectiles seem more eager to collide against their parent ship and each other even when fired from the same weapon (some groups of things should probably simply be absorbed or bypass certain groups of other things)
@AndyTechGuy
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I don't know if this issue has been found already, but faction hostility doesn't seem to reset when a new game is created. If I go hostile against Imperials, then exit to main menu and create a new game, the imperial station still attacks me

@0xPendi
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0xPendi commented Jan 12, 2019 via email

@BenjaminAmos
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It's been reported that not all faction ships turn immediately hostile when a faction becomes hostile to the player (e.g. when the player shoots its ships too much). Only those in the range of the player become hostile immediately, as the change isn't reflected on far ships. This can cause some suprise when ships suddenly become hostile as you get closer to them, which should probably be fixed as well.

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Labels
Enhancement-architectural Enhancement-code quality Javadoc, renaming, reordering of lines of code help wanted
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