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IDProjectCategoryLast Update
0024345AI War 2Gameplay IdeaFeb 22, 2022 12:49 pm
ReporterChris_McElligottPark Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Fixed in VersionBeta 3.901 Modular Forcefields 
Summary0024345: During press period: Loadouts
DescriptionThis is something that I had wanted to do in time for the first DLC, but I just ran out of time. I think it’s time to go ahead and get that in place. This fits with a lot of the things we have going on, and the Spire Railgun Shop mod can go ahead and be folded into the DLC1 as officially-supported content. We can probably use some of this for DLC2, as well.

Loadout Slots: Essentially, some ship lines will have a certain number of “loadout slots” on them, which would increase (or not) as they go up in mark level. That would be a configurable thing. Basically, we define them as having something like 1 slot at mark 1 and 2, 2 slots and mark 3 and 4, 3 slots at marks 5 and above, or whatever you want. You could make it so there is a different number at every mark, or even a decreasing number of slots per mark level in a custom mod if you are doing something funky.

Choosing Loadouts: Next to each ship line, you’d click a button for any that have loadouts. In that, you would have X number of possible weapons and systems on that ship that have been marked as “loadout enabled,” and you would choose which ones are marked as on. If you have 5 choices and you are up to 5 loadout points, then you can just go ahead and have it all!

Not Automated, But Reminded: The game would not auto-apply loadouts on the ships that have multiple. If you have unallocated loadout points, then a notification at the top of the screen would let you know, and clicking it would take you to the first ship line in the list in order to fix it.

By Line, Not By Ship: There’s really no good way for us to handle this on a per-ship basis, as the interface just gets too complicated. So for the spire ships in DLC1 in particular, all of the various frigates and such will just be automatically shuffled into each being their own ship line. That way you can configure them as you like.

Name Prefixes And/Or Suffixes For Ship Lines With Loadouts: Anything that has a loadout would automatically get a prefix or suffix (as defined in xml) when a given system is enabled versus not. That way you can easily tell what the actual ship is by its name.

My editorial:

I think that the loadouts are something that are kind of a no-brainer. I wanted this in time for DLC1, and it didn’t happen. But I want to use it now in DLC1 and DLC2, and I’m sure in later DLCs as well. I am sure that various mods will also take to using it. Being able to wrap the Spire Railgun Shop mod in the main game, minus those extra neural nets, would also be nice.
TagsNo tags attached.

Relationships

related to 0024344 resolvedChris_McElligottPark During press period: Hacking Improvements 
related to 0024343 resolvedChris_McElligottPark During press period: ship encyclopedia 
related to 0024346 closedChris_McElligottPark During press period: Interplanetary Weapons 

Activities

Chris_McElligottPark

Feb 22, 2022 12:49 pm

administrator   ~0064699

Done

Issue History

Date Modified Username Field Change
Jan 19, 2021 3:33 pm Chris_McElligottPark New Issue
Jan 19, 2021 3:33 pm Chris_McElligottPark Status new => assigned
Jan 19, 2021 3:33 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 19, 2021 3:33 pm Chris_McElligottPark Relationship added related to 0024344
Jan 19, 2021 3:34 pm Chris_McElligottPark Relationship added related to 0024343
Jan 19, 2021 3:35 pm Chris_McElligottPark Relationship added related to 0024346
Feb 22, 2022 12:49 pm Chris_McElligottPark Status assigned => resolved
Feb 22, 2022 12:49 pm Chris_McElligottPark Resolution open => fixed
Feb 22, 2022 12:49 pm Chris_McElligottPark Fixed in Version => Beta 3.901 Modular Forcefields
Feb 22, 2022 12:49 pm Chris_McElligottPark Note Added: 0064699