Petition to eliminate friendly codes - Add your vote!

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2932 days, 8 hours, 19 minutes ago
View eniac's profile
eniac
Petition to eliminate friendly codes - Add your vote!Write Reply
Many of the problems I am seeing on the forums are associated with friendly codes:  ships are not attacking when they are supposed to, starbases using a friendly code "trick" to steal an enemy ship, trouble providing resources to allies, etc.  Plus, there is a large learning curve for new players which becomes even more challenging when you add all the friendly codes into the mix.

I would like to suggest that friendly codes be eliminated and their functionality incorporated into the interface.  I am NOT suggesting any changes to game functionality...just an interface change to make the game more intuitive and to eliminate friendly code errors.

Here is my proposal:

  1. Add a "Secondary Mission" menu for ships that contains all of the ship functions now controlled by friendly codes.  This includes things like Make Torpedoes (mkt), Clone Ship (cln), Do Not Use Torpedoes or Fighters (NTP), etc.  The player can then choose only 1 of the menu options.  The Primary Mission menu would stay the same as it is now, and there would be no crossover between primary and secondary missions.  A player can choose 1 primary mission and 1 secondary mission for each ship.
  2. Add a "Battle Order" field for ships.  This would be a 2- or 3-digit number to determine the order that your ships enter combat in any given fight.  It would not matter if an enemy ship has the same battle order value as one of your ships; they would still fight in the order you want them to.  If 2 or more of your ships at the same location have the same battle order number, their battle order would be determined by ship ID.
  3. Add an "Access List" to planets.  This would let you allow any player or players to have access to that planet's resources.  The Birdman Superspy mission would put them on this list.
  4. Have the most advantageous VCR position based on ship experience.  The docs say that ship experience is accumulated, but invisible to players.  This would be a way to let that experience mean something more than it does now.  Two similar ships with the same experience would have their VCR position based on ship ID.
  5. EDIT:  Ignore this one.  Change the Primary Enemy menu to a checkbox menu that allows multiple selections.  This would remove the restriction to a single enemy and allow ships to attack any ship or planet owned by any enemy on their list.
  6. Add a "Priority" field on starbases to use with priority build points.

These changes would not affect game functionality.  However, I think these changes would make the game easier to learn, easier to play, and less frustrating to both new and experienced players.  Also, these changes would not need to be done all at once.  They could be incorporated and tested as time allows.

Joshua:  can you post to say whether these changes are realistic?

-eniac-

2932 days, 7 hours, 35 minutes ago
View nitemare's profile
nitemare
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
-1 to the changes.

 Friendly codes are a primary tool of the game and his complexity is part of it.

 By the way the nu team wanted to copy the vgap3.0 and this will be a major change with the original game.

 
2932 days, 7 hours, 33 minutes ago
View capnkill's profile
capnkill
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Most of these changes will greatly impact game functionality as we know it.
2932 days, 7 hours, 28 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

i can see the idea behind this - to be honest, it would change the game to some extent.
but somehow i like the idea.

some points that immediately come to my mind (just some mindfood)
  1. how can this be implemented into the battle order? it is part of it.  do ships surrender then, if you guess the secondary mission?
  2. if ships could read, that they are going to the same spot or will intercept the same ship, then you could do this in a battle menu without typing digits. how do you access the battle menu with one click?
  3. Allow access once + allow acces permanently?
  4. Why not? should be tested - but takes a bit from the learning curve
  5. That's what the 'Kill' mission is for. Multiple Enemies change too much. Doesn't make sense but is part of the game.
  6. Yes, and it should check, if another base has the same code.

The thing is, that abolishing Friendly Codes is a big aim, because those are an essential part of the game.
To make this easier, i can also imagine an fcode generator, as an addon to the little hints above the field. click it and done... a bit hard to implement battle order codes though..
clicking on the target, and all ships pop up?

it should be possible somehow to keep 100% of the fcode functionailty and do a simple interface,
but i think it is very hard and needs some serious interface designing..

hmmmm....

-----------------------------
and it needs some revision on the superspy mission

2932 days, 5 hours, 22 minutes ago
View eniac's profile
eniac
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Nitemare, vgap3.0 is a great game.  I love playing it, and I understand your reluctance to change. But even great games can be tweaked to make them more user-friendly.

For instance, they have already incorporated the ff*, FF*, and ee* friendly codes for alliances into the Diplomacy tab, and then added another alliance level of Share Intel.  These are great tweaks that increase user-friendliness and gameplay, and is the same sort of thing I am suggesting here.

The biggest game-impacting thing in my suggestion is letting ship experience determine VCR position.  The reason I suggested that is because I don't like scenarios where you can lose an alchemy ship and a starbase just because your Golem didn't fight due to matching friendly codes with the attacking enemy ship.  There is probably a better idea out there somewhere, but that is the one I came up with.

-eniac-
2932 days, 4 hours, 46 minutes ago
View eniac's profile
eniac
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Thin Lizzy, great questions.  Let me see if I can answer them.

1. Secondary missions would perform like primary missions...it wouldn't matter if they match with enemy ships.
2. Maybe a pulldown-menu?
3. I was thinking allow access until you disallow it, but a 1-turn only option might be good also.
4. :)
5. Good point.  I just hate to see a primary mission wasted if no enemy shows up, or if you are surprised by a visit from an enemy and don't fight them because you are sweeping mines.
6. :)

How would you like to see Superspy handled?

-eniac-
2932 days, 4 hours, 43 minutes ago
View capnkill's profile
capnkill
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Making UI improvements to make navigation easier is not a bad thing, but making changes that alter how the game plays are a pretty big deal.

For example, providing the ability to have more than one Primary Enemy.  That is a fundamental change to the game itself, not just cosmetic, because that is something you simply cannot do in VGAP.


2932 days, 3 hours, 43 minutes ago
View eniac's profile
eniac
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Hey, capnkill,

You're right.  As Thin Lizzy pointed out, the "Kill" mission is what is used for multiple enemies.  I am editing that one out of my original post.

-eniac-
2932 days, 3 hours, 2 minutes ago
View lindybomber's profile
lindybomber
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
1.  A while back I suggested splitting off the special FCs into a "mission code" which could be picked from a drop down list.  Since some of the special FCs are related to primary mission I think this makes more sense.
2. This would be reasonable as well
3. This I think is unnecessary
4. I could see this being done at some point, but not until NU yo grow past the emulate 3.5 stage.
6. Maybe something like this cold be done at the dash board level.  Maybe have a list of all starbases where the user can drag a particular starbase up or down on the list.
2931 days, 11 hours, 44 minutes ago
View kukala's profile
kukala
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

1)  Secondary Mission tab to replace special friendly codes - seems very reasonable.
2)  See Below
3)  Access List - This would be handy but a low priority change.
4)  See Below
6)  Priority Field - Another, 'would be handy but low priority change.'

2 & 4)  I think this is the crux of your concern. 

As a player, I expect certain ships to fight and certain ships not to fight (unless attacked).  I also expect my ships to fight in a certain order.  Seriously, who in their right mind would, say, send a LDSF in first against a Virgo...anyone?  anyone?

I feel you've posted a reasonable alternative to the current friendly code system and its associated bugs.  I do not see how this alternative would grossly affect the state of game play.  In fact, most players would likely be reassured to know that their ships are following their orders.

I do not have any alternative suggestions to add.  I also have trouble seeing how this change would have a profound affect on game play.  To help me understand that side of the argument and facilitate discussion, I would ask folks to please provide examples where the elimination of the friendly codes would have a negative effect on their game play.

kukala
2931 days, 11 hours, 15 minutes ago
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eraulli
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I like the ideas too, especially the ability to keep battle order separate from something like 'mkt' or 'msc'. It would make the game more intuitive. Also, team games would be much easier logistically if #3 was implemented. It would also be nice if you had the same chance of winning regardless of which side of the VCR you are on...
2931 days, 10 hours, 2 minutes ago
View darvster's profile
darvster
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

-1

Once you start thinking about it, some of these changes would have a profound impact on the complexity of the game and many tactics that many players use would change. 

More than one PE? Privs can forget about towing to a wolf pack and the chance of not getting destroyed because the enemies ship is set ot another PE that he perceives as a bigger threat. 

VCR position? this removes the risk/gamble for trying to get on the correct side and ending up with matching FC's.  This also applies to a pre-ordained battle order.  Wheres the risk in trying to make torps while attempting for that ship to fight first and from the correct side.  If you haven't got torps available then its the decision you make of going into battle first but on the wrong side and the possiblity of losing is yours to make.  Being able to mkt or lfm AND battle on the side of your choice AND in the correct battle order is more of a point and shoot facility.

What happens with the rare possibility that you can force a surrender due to matching FC's?  This is a risk that every cloaking ship enters into when he orbits an enemy SB.

The kill mission is currently a trade off between being able to attack all ships who wander into the same point in space OR being able to lay mines, sweep, cloak, dark sense, hiss etc etc and only be able to attack the current PE.  Its a choice the player should have to make based upon his/hers circumstances rather than PE set to all but allies.

What happens with minefield FC's when you want to give another player passage through without having any form of alliance?  Fireclouds chunneling uses the current FC system.    Should a firecloud be able to chunnel to a low ID Firecloud without the risk of having to fight first if enemy ships arrive/decloak at the destination?

Don't get me wrong, I am all for changing the UI to make things easier and clearer, the current chunnelling/HYP system is an example but they are still based on the current FC system.  The game is fundamentally based around the FC system which enables you to do one thing and not be able to do another......    "Should I scoop these mines and take a chance on the battle order or do I ensure that I am first to fight and on the right side of the VCR?"  .... " Do I risk having a FC code of 101 to ensure that I am on side of the VCR that I want and risk having a matching FC and ending up with my second ship fighting first or do I lessen the risk of a matching code with FC 125 but possibly being on the wrong side and at a disavantage?"

The game is about choices, risk, guts, chance and a little luck.  Some of these changes will take this away from the game.

2931 days, 9 hours, 7 minutes ago
View veldan's profile
veldan
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
+1 on the spirit of the idea
-2 on the proposed implementation

The system needs to find a way to GUI alot of the friendly code functionality w/o changing the underlying mechanics. I think the idea should be to find ways to phase out friendly codes where they add no/little value, but to keep them for the core elements of the game that they do add value to. Some things were added into thost 3.2 that weren't present in thost 3.0 (such as beam transfers) and were added as friendly code options in order to avoid patching the client.  These should be brought out of the friendly code realm and put into the core gameplay realm.  If I can transfer a specific amount of Molybdenum from one allied ship to another, I should be able to transfer a specific amount of torpedos, fighters, or money w/o having to use special friendly codes. 

We should be looking at changing low hanging fruit like this before we look to overhaul the combat system and missions.

I would love to have the ability to see/manipulate build order for the priority queue after ship limit.
2931 days, 7 hours, 1 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

i have just seen that the main mission fcodes are already clickable.

maybe a battle order menu where you can change the fcodes of many ships were nice,
so that you can see the order correctly.

e.g. multiple selection of all ships going to the same spot
and then a popup up fcode menu which shows the result of the fcode change
by listing the ships in the right order.

-------------------------
just to get there step by step

2931 days, 6 hours, 26 minutes ago
View shrambot's profile
shrambot
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
+-1
If planets.nu wants to attract newbies as well as Pro's, there have to be compromises, but changing the game-mechanics makes the game less attractive for the Pro's, who i imagine are currently them majority here.
So in general i backup your intention, but will ignore your other proposals for that reason; sorry.

A slight change in the UI can make the game more accessible.
But calling it "Secondary Mission" would totally miss the point of the FC, because it ALSO determines the battleorder, which is NOT a mission.
It will confuse people if the can't set their Secondary Mission (like make torps) AND set a Battleorder, too !
Lindybomber propsed calling it "mission code", which, in my oppinion, is closer to the real nature of the FC.
What an FC determines (examples):
- in which way Supplies are proccessed in a Merlin (NAL, alm, alt,...)
- if Minesweeping should also scoop up your mines (msc)
- if a Ship should use its Primary-Weapons (ntp)
- planetary BeamCodes (bum)
- Ship-To-Ship-Transfer-Codes (btm)
- planetary Ship-Building-Order (pbX)
- BattleOrder

So it determines totally different things, that are often not even CLOSELY related to each other (and often are NOT related to the actual mission of a Ship).

Another name instead of FC might be neccessary to get the newbies attention "mission code" not quite gets it, if the FC is like NAL (alchemy is not a mission, so no relation) or a battleorder (which has NOT to be related to KILL-Mission or even PE-setting at all).
However, mkt (which is the equivalent to the actual BuildFightersMission) or msc (which is an EXTENSION for the MineSweepingMission) ARE related to Missions (msc) or are Missions of their own (mkt).
So how about....  "Operation-Code"... "Order-Code"... "Additional Order Code"... what ever covers the nature of an FC and makes a newbie get the idea as soon as he see's it ?

Also: if you implement such a Menue, allow the Pro's to change the FC in the Box manually right away, without consulting that Menue. They know what they do. Usually. ;)

Why is it called FriendlyCode anyway ?
I never understood why it was called that way, but it got stuck - do not try to break old habits.
Anyway, all the Help-pages in the net speak of FC's, and if you have a newbie read those, he might not understand what an FC is, if we rename it here.

But another DropDown-Menue, named [How ever we deside to call it, see above], that is clearly visible related to the FC-Code-Box, might help newbies indeed.
So the Code should be still named FriendlyCode, while the associated Menue can have another name... which that will be... well... is up to us.
2929 days, 14 hours, 17 minutes ago
View donaldworrell's profile
donaldworrell
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Firendly codes are a part of the game.  You can not get away from them.  However there looks like there has been an attempt to add drop down boxes with friendly codes.  This makes things easier for new people.  There will probably be a little more work on that effort as we go forward.  

For example chunnelling is easier now with the additions that the nu team has added to the game.

And as has been stated the whole alliance thing use to be all friendly codes.
2929 days, 5 hours, 58 minutes ago
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ss2020
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
It would seem to  make the code easier as well. I have not objection. But really I think a ship should be able to make torpedo and sensor sweep at the same time. Why not have a toggle for those types of things on the ship panel.
2929 days, 5 hours, 20 minutes ago
View dragondejhi's profile
dragondejhi
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
-1 Overall

1. The conflict of wanting to do multiple things that require different fcodes make the game more fun. It is the choices you make here that win or lose a close battle/campaign/game.

2. Very bad idea. This is the major problem of real war. Getting units into position and stay in position is impossible in real life.

3. In real life local people are very reluctant to give up local resources. Good the way it is.

4. I like this idea. Would change the game, but if a change was made this would be the one I want.

6. Would allow frontline SB's have both NUK/ATT fcodes and PBP order - not a good idea. A frontline SB should have to choose - concentrate on ship building or defense.


2929 days, 3 hours, 46 minutes ago
View marklein's profile
marklein
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

-1

FC are as important to how VGAP is played as the ship limit or tech levels. You just can't change that or it's not the same game anymore.

2929 days, 3 hours, 25 minutes ago
View bondservant's profile
bondservant
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Interesting, especially the ship-experience idea, but yeah these changes would probably be more like a VGAP 3.8 and require extensive testing .. probably best to focus Nu attention on the long growing list of improvement ideas they already have.  But never hurts to throw ideas out there as they come to your mind .. that's what this Suggestions forum is for ....
2928 days, 23 hours, 40 minutes ago
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turssi
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Friendly Codes sucks. +1 for getting rid of them.
2928 days, 13 hours, 57 minutes ago
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richard hendricks
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
+1

Basically what it boils down is, is VGA a strategy game, or a game of luck and micromanagement?  I've heard lots of complaints from people about the FCs and how they are giant PITA to micro manage.  They are *NOT* intuitive, and they detract from the overall enjoyment of the game.  Sure, you might think it's funny that your freighter did not get attacked because you set the FC to HYP, but I'm sure the other player doesn't think that.

VGAP is hard enough as it is to play *basically* let alone *well*.  Making it annoying on top of that is just going to push away potential new players.

Sure, your "skill" at setting bases to Force Surrender, or other friendly code "tricks" won't be useful anymore, but overall the game would be much more enjoyable.


2928 days, 12 hours, 50 minutes ago
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quadrofonic
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
+1

The friendly codes and the ship limit were both strategies to squeeze more functionality out of less memory space and screen real estate at a time when computing resources were at a premium.

The ship limit could be arbitrarily scaled to fit whatever Host resources VGAP.nu choose to throw at processing turns.

The friendly code system could be broken out into several separate features as suggested above without breaking the original game design.  This has already been demonstrated by VGAP.nu's diplomatic features, which replace some FC functions in a very streamlined and intuitive way. 

I don't believe all of the features of the FC system were intended as game mechanics in the original design, but were side effects of the restrictions Tim was working under.  No one intends for freighters to be the vanguard of their fleets in a battle, nor for their battleships to refuse to fight.  This would also eliminate unintended features such as the "HYP-grab" scenario above.

Most importantly, VGAP.nu intends to become self-sustaining by attracting enough paying subscribers to fund its development and operation.  The FC system is a prime example of an archaic system that will confuse and frustrate the customers you hope to inspire to share in your dream. 

More steps should be taken in the same direction as the diplomacy system to make this more streamlined and intuitive for new players, or they won't stick around to pay for continued development.
2928 days, 12 hours, 28 minutes ago
View marklein's profile
marklein
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

Unintended limitation or not, removing FC would fundamentally change many many aspects of a game that has been finely tuned and balanced over the course of many years by millions of players. The list of things that ships can't do simultaneously because of FC is a mile long and changing that has a huge effect. It's not a question of convenience, it's a question of fundamental game changes. You might as well take away ships altogether and have the planets attack each other, it's no less of a fundamental game change.

2928 days, 12 hours, 20 minutes ago
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richard hendricks
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I think replacing the FC functionality with the suggestion above in #1 would not be a fundamental change in gameplay.  It would be a fundamental change in annoyance levels.
2928 days, 12 hours, 13 minutes ago
View dragondejhi's profile
dragondejhi
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

-1

As a cloaking torp race, no FC's would severely limit my ability.  The FC's were made to help certain races.  Carrier races can make fighters in space, but I can't make torps or lay smaller minefields?  There are hundreds of commands a commander must make each turn.  Everyone misses a few now and then and then slapps themselves on the head.  Those that are in several games tend to miss more then others.  I prefer to be in only one or two games at a time because of this time consuming monitoring.  AND, I count on those who are in more gams to miss a few more then me.  The more cutomized the better.  If ya can't handle it, stay out of my system ;-) 

2928 days, 11 hours, 32 minutes ago
View darvster's profile
darvster
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

Quite a few strong veiw points here, mine being said above.  I tend to have to agree with quite a few statements including;

  • Removal of FC's will fundamentally change the game.
  • FC's are confusing for new players and even older players alike.
  • UI can be improved to simplfy the FC's.
  • FC's are an archaic system.

These statements are obviously contradictory but I do believe that there can be a solution that is a happy medium.  I am thinking about this as I type so there may be some flaws but a system as follows may be some sort of solution.

Create a 'Secondary Mission' to replace the FC.  From this you will be able to choose either "Make Torpedoes" OR "Battle Order" OR "Load Fighter Materials" OR "Moly Alchemy" OR "Lay 50 torps as mines" OR "No Instigated Battle" etc etc etc.  The point of this would be to keep battle order separate from say mkt and therefore you cannot do both in the same turn as per currently.

The battle order would run from say 0-100 and would give a random Freindly Code as per the current system.  Having a battle order of say 10 would give a random FC of 100-109 (11 would be 110-119  etc etc) to coincide with the current sytem.  Whether this FC is shown on the UI, should be up to the user.  Have "No Instigated Battle" (or a similar name)  would generate a random non-numeric FC.

Planets/Starbases would be able to have options as they already have for cloning, PB1 etc but in addition have an option for Peace status (random non-numeric FC) or Agressive status (random numeric FC).  Would also need to add most ship FC's in here to maintain the current "Force A Surrender" tactic or grab HYP tactic and all the other ones we all know about.  Again, whether the actual FC is shown on the UI is up to the user.

The user interface for Fireclouds and Hypers already use this sytem.  Hit the button and it changes the FC.  Whether the user needs to see this FC, well, again should be up to the user.

Obviously, this would need a great deal more thought than the 5 minutes I have just put in but it would enable a much more simplistic interface for new users etc, it will maintain the core functionality of the game and also enable die hard veterans to play as they always have.

The FC's system needs to stay within the game BUT the UI can be adapted to hide this system while still using it.  If that makes sense.

2928 days, 11 hours, 8 minutes ago
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richard hendricks
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Dragon,
  Those abilities would be part of the Secondary Mission, they wouldn't disappear.  What would disappear is some smart aleck turning his SB FC to lfm or mkt and Force Surrender, and you losing a ship.
2928 days, 10 hours, 37 minutes ago
View shrambot's profile
shrambot
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I assume that anyone shouting "remove the FC's" really means "transform FC's into something more intuitive". Because removing FC's alltogether would simply remove several features.
And it should allways be possible to alter the FC manually to be able to ForceSurrender, and to the other neat little tricks.

Again: I agree on making the use of FC's more intuitive.
We WANT to attract new players.
But the FC's should STILL be in the background, and clearly visible AND customizable in the old fashioned way by the experinced players (by having a small Field where they are displayed, and can be manually altered - like it currently is (apart from being alterable)).

This could be done:
- Change the name of the Menue "Friendly" to something more intuitive (Secondary Mission, Operation-Code, you name it, literally ;)
- Rework the descriptions of the FC-related Functions - only mention the FC that is related to that function (actually it is written in front of the descrition -> put it behind the description).
- Add a Sub-Menue for the FC-Functions (see Darvsters Post)
- Allow players to change the letters in the FC-Box by hand; unexperienced players might do this, thus changing their... "Secondary Mission" (sorry, i don't like that name) without realizing this.
So this must be disable by default.
Suggestion:
In the "Settings »" (where you can currently only change colours):
Add a menue-point:
[Manually alter FC-Codes] On / Off       --> Off = Default
While OFF anyone trying to change an FC in the Box would get a Popup telling him he cant, but can change this in the "Settings »"
While ON anyone changing an FC in the Box will get a Popup:
"You are about to change your Secondary Mission (sigh) by altering this code.
[Tell me more] - [_]Dont show this message again.

Battleorders are also determined by the FC - there is an interesting thread about this here, which also suggests changing the battleorder in a Drop & Drag manner; which i find intriguing.
So the "Secondary Mission" (seriously, since this is not a mission itself, more a function, can we give it another name, please ? ;) would touch so many issues at once... Darvster was faster then me with his post, he brought up very good suggestions regarding this problem that i did not thought about.
Having the Battleorder and Functions sharing the same infrastructure (namely the FC) proves to be the real problem here, imho - it must be made clear that a player can't have both (unless you want to separate these features, which would alter the game a lot).

But in general, i really do not see why this is a point to be argued about:
FC-Lovers could ignore the (to be altered) Menue (formerly known as "Friendly).
FC-Haters could ignore that tiny little Box containing those odd 3 Letters (known as FriendlyCode to experts).
2927 days, 8 hours, 59 minutes ago
View harki's profile
harki
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

I think that there are a lot of things to improve now more important than to redesing the use of FC.

I prefer phost or plist inside the game.

Furthermore, my vote it's for the use of FC for the future of the game in short and middle time
2927 days, 8 hours, 30 minutes ago
View capnkill's profile
capnkill
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Mine field preview needs a ton of fixing, that should be top of the list.
2927 days, 8 hours, 5 minutes ago
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richard hendricks
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Why does it matter?  Because my ally's ship just surrendered to my starbase because my starbase had its FC accidentally set to mkt.  Stupid stuff like this is just not realistic in the science fictional universe we are supposed to be playing in.

How would you explain to a new player the usage of the friendly codes?  "Oh, this magical thing controls how many torpedos you turn into mines, making torpedos, autoloading minerals for fighters, hyperdriving, how planets attack, how alchemy works on ships, whether or not you use torpedos in your fight, (add endless list of stuff duct-taped onto the friendly code to keep the client small enough to fit in a DOS window), and oh yeah, it also controls your battle order".  Frankly, Tim got lazy with the client and didn't want to have to add new features there, instead it was easier to just update the host to support the new features through friendly codes, which is why we're in the mess we are now.

Keep the friendly codes, but use it as it was intended - for a code for two ships or planets to match so they can transfer materials.  For everything else, use the secondary mission and a separate "battle order field".  It doesn't fundamentally change the game, it makes the game manageable to a normal human with a real life.
2927 days, 6 hours, 55 minutes ago
View capnkill's profile
capnkill
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
You have a full alliance and you were able to force surrender your allies ship?  Without checking docs and such, I would think off the top of my head that this would be a bug...  but perhaps not.

I checked Donvan's and didn't see a mention about allied ships so I guess it is possible...   strange.
2927 days, 6 hours, 45 minutes ago
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kedalion
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
-1 

I like them even though they screw me over many times... :)
2927 days, 6 hours, 28 minutes ago
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richard hendricks
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
It wasn't a full alliance, but that's not the point.  The point is it shouldn't have happened anyways.  Friendly code behavior like that is no different than a cheat code or an exploit, IMO, and you better believe the opinion of any n00b. 

Think about this.  Let's say you have a n00b player.  He plays a few turns, figures out that friendly codes are way cool, and starts setting them on some of his things.  Then he tries to attack a planet, and half his fleet surrenders because the starbase is set to "lfm" or "mkt".  Or his falcon class escort surrenders because it is set to HYP.  How do you think that player is going to feel?  Do you think they are likely to play again?

It's one thing to lose honestly, by building weak ships, or sending them to the wrong spot, or having a poor economy.  But losing because of stuff like this is just going to drive away ppl.

And that's not even counting the "little losses" of forgetting or not knowing how to drop specific amounts of torpedos as mines, or have your merlin make all moly, or not use torpedos/fighters when capturing ships.

Even the term "friendly code" is so outdated as to be a joke.  With allliances etc, it's not intuitive to call them that any more. 
2927 days, 6 hours, 21 minutes ago
View capnkill's profile
capnkill
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Well there's lots of things in this game that if you forget to do or don't do correctly will screw you over.

Not knowing how to do something is not an excuse, all the friendly codes are clearly documented.

If you are saying that friendly codes drive the learning curve of the game too high up for noobs, then perhaps you are right, but you can't get rid of them, you can perhaps replace lots of them with a UI selection.

But without friendly codes how are you going to specify how many torps you can lay down for example?

This suggestion would require a lot of UI work, a pretty hefty re-design, so it definitely falls into the category of "easier said than done".

And without the friendly code how could you force surrender your Ally's ship if you actually wanted to do that?
2927 days, 5 hours, 36 minutes ago
View veldan's profile
veldan
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I don't think anyone in this thread has been talking about an all out abolition of friendly codes.  That would be game changing, and potentially game breaking.  Friendly codes were added to give more functionality because Tim couldn't patch the user interface reliably, so he added the function on the host side of things.  It made sense for its time.  However, there's no reason to stick with it just because that's how the game ended its development.

As far as allied ships surrendering to a starbase... there's also beneficial reasons for it as well.
2927 days, 4 hours, 52 minutes ago
View capnkill's profile
capnkill
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Right it is important that the camps be seperated:

1. Abolish Friendly Codes
2. Keep Friendly Codes but build UI to make it easier to select, and also warn people when potential impactful FCs are assigned, such as a FC chunneling or a HYP ship for example.

I think it would be nice if all FCs that do something were listed as extended missions, so you wouldn't have to remember them, you can just click on the HYP code (which would give a brief description of its functionality) and you'd be set.




2927 days, 4 hours, 28 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

someone asked for some realism here?


as far as i know the 'force a surrender' mission works the following way (correct me if i am wrong).

starbases come from a neutral and very rich starbase manufacturer who likes to stay unknown..

they have an office from where a so-called "tractor beam" is controlled.
once the commander of one of these starbases gives the order to "force a ship to surrender", (because this ship does not behave like he wants it to), this office is manned within -let's say- 00,2 microns (34 earth time minutes).

the crew in this control office are pretty relaxed people that very well know, that a normal spaceship can easily escape a tractor beam, because its normal use is to bring and hold the ship in position until the airlocks are sealed and the docking procedure is completely successful.

when they are given the order (to try) to force a ship to stay at the base, the beam crew uses the standard wireless ship docking interface (swsdi, usually used for docking and refueling operations) to override the ships neutronium pump control. this override is fairly easy made, if the ship's performance code (earlier war code, now friendly code - stellar convention) is known to them.

if the ship's fuel tank is empty, it is even easier, because then the fuel pump is switched off automatically.

switching off a ship's fuel pump causes a complete shutdown of the ship's energy supply (except emergency exit/toilet lights)  and is a normal safety precaution for refueling procedures.

how the security guards get into the ship, i don't know, but somehow firefighters and engineers need access to a ship which has a complete blackout. maybe they use the same airlock mechanism.

hope this helped.

;)
2927 days, 4 hours, 18 minutes ago
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kedalion
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
That sounds about right. And I'm glad you didn't forget about the toilet lights which are definitely critical. :D
2927 days, 4 hours, 13 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
 
^^ only the emergency-toilet lights i think. not sure.
2927 days, 4 hours, 13 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
 
-double post-
2927 days, 4 hours, 12 minutes ago
View capnkill's profile
capnkill
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
My toilet has a friendly code.  If I don't match the FC, then it overflows :(
2927 days, 4 hours, 8 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
NUK?
2926 days, 15 hours, 3 minutes ago
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ss2020
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
FC are needed, at least from a numerical stand point, like to designate race or the # of torps to convert to mines. But I would love to see a 2ndary and tertiary mission ability, it just makes sense. Other games have used their version of FCs and they don't bother me much, but there is the occasional woops in with them. But that will happen with missions as well so the problem will not go away with getting rid of FCs.

  My 2 bits...

2926 days, 13 hours, 24 minutes ago
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richard hendricks
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Cap - I find it ironic that you mention "well documented friendly codes" and use mine-laying torpedos as an example.  The current UI doesn't even list the mdX and mdq/mdh friendly codes, or laying minefields in someone else's identity.  Really, determining minefield amounts/whatever should be done when you select "lay mines".

http://vgaplanets.org/index.php/Friendly_Codes

doesn't list the starbase Priority Build friendly codes.

If we're going to keep the current mechanics, here's my recommendations:

The name "friendly code" is outdated and inapporopriate.  Call it the "secondary mission" so that n00bs will at least click the button and see what they can do.  Also, list ALL the possible friendly codes, and gray out the ones not available due to ship type, no starbase around planet, etc.  This would help expose n00bs to what options are available.

Add an additional checkbutton with the secondary missions called "Modify battle order" and when that is picked, throw up the battle order FAQ and recommend they pick something between 100-999 and leave non-combatants as alphabetics.

Add an additional checkbutton with the secondary missions called "Set friendly code" and provide a FAQ on what that means, surrendering to bases, allow ships to beam up from planets, etc.  Tell them that none of the other secondary mission codes are allowed as valid friendly codes.

Reset certain secondary mission codes after use, such as HYP, or always set the direction line to dotted (not just when you select Hyperjump) to remind users that the HYP will occur.

Have a note next to Lay Mines and Lay Web Mines - "Use secondary mission to control number of mines laid"

None of the currently dedicated friendly codes will cause a match - only match if the friendly codes are not the "secondary mission" codes.  IE, if two ships are set to "mkt" they would still fight, but two ships set to AAA would not.
2926 days, 12 hours, 35 minutes ago
View hpotter's profile
hpotter
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Perhaps provide a ship dropdown box that shows all FCs available for the ship currently selected, and show only those FCs that the selected ship is capable of honoring, such as:
mkt (MaKe Torpedos)
alm (ALchemy: make Molybdenum)
etc.

When an offered item is selected, the FC is inserted in the FC field for the ship.

The same would apply for planets, such as:
bum (Beam Up Money)

This change would essentially provide DOCUMENTATION and thus a learning tool. It would provide an easier method to insert a FC: instead of having to research (i.e., learn) what FCs do and where to use them, and then type in the FC manually, this method would provide a learning tool as well as a more friendly method to insert a desired FC.

There could also be  a hotspot for each selection that would popup a help window showing what the selection does, and the requirements needed to operate the selection, i.e.:

"alm" - Alchemy Molybdenum. This FC applies only to the Merlin. This code will cause the Merlin alchemy ship to produce only molybdenum.
When using this code, three supplies units will be turned into one kiloton of the desired mineral. In this case the ship will continue to work as long as there are at least 3 supplies on board
The alchemy function of a Merlin Class ship can be disabled with a friendly code of "NAL" ( No ALchemy )
2924 days, 22 hours, 13 minutes ago
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artemiderus
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
This is an interesting discussion, as a long time player I don't really want to change the game much, but as I step back, objectively, the folks talking about making things easier are really making a good sensible argument. Seems to be more of a discussion about keeping the game "pure" versus modernizing it...
2924 days, 16 hours, 19 minutes ago
View veldan's profile
veldan
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Good appraisal Art.  I'm more in the modernize camp, as long as it's done intelligently.
2924 days, 4 hours, 46 minutes ago
View seveiht's profile
seveiht
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I have no problem with modernizing the game.
However, I disagree completely with several reasons the original poster suggested.

Ships not attacking and stealing ships with the starbase are part of the game.

If you want to remove the friendly codes you have to do it in a way which FIRST preserves the existing game.  You are opening two different debates here. First is to reduce the learning curve for friendly codes with new players.  The Second is to implement fundamental changes to the game itself.

These are two separate debates.
2923 days, 14 hours, 17 minutes ago
View eniac's profile
eniac
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
seveiht wrote:
Ships not attacking and stealing ships with the starbase are part of the game.

In my opinion, these examples are flaws in the game.  If you are aware of these flaws, you can work them to your advantage.  If you are a new player (or unaware), they are just frustrating.

I would like to see these 2 particular flaws eliminated.  Some people here think that this would be a fundamental change in the game, but I do not.  I see it more as tweaking the game slightly to remove a frustrating side effect.

-eniac-
2923 days, 10 hours, 27 minutes ago
View daniel payne's profile
daniel payne
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

[quote]Ships not attacking and stealing ships with the starbase are part of the game.

In my opinion, these examples are flaws in the game.  If you are aware of these flaws, you can work them to your advantage.  If you are a new player (or unaware), they are just frustrating.

[/quote]

That is ridiculous.  You could make the same argument for "not knowing what warp wells are" or "not knowing to put torpedoes on your ships" or "not knowing that megacredits are not global" or "not knowing that your opponents can build ships too".  The game has depth and complexity that allow for experienced commanders to manipulate details to gain advantage.  Fooling opponents with friendly codes is front and center of that element of the game.  If you start to trim parts of the game because you got burned by them, or you don't fully understand them, you are falling victim to one of the classic blunders.  The most famous is "Never get involved in a land war in Asia." Seriously, for less complex tactics, try Elf Bowling.

Now, if we are talking about making the whole friendly code thing less of an eyesore (it is such a hack job), then it requires a different approach.  We can begin by changing the name to something other than Friendly Code, as its function has gone way beyond that.  A few come to mind.

Security Code, Ship Code, Function Code, Central Access Code, etc.

Then, you want a complete menu of codes visible any time a player is making a change.  There also needs to be a text box under the friendly code box.  If a player uses "msc", that box should have color-coded text with the words "Scooping Up Mines" clearly visible IFF the ship can possibly do it.  If a player has a planet set to "bum", the text should read "Beaming all Megacredits up to Enemy Ships".  If the friendly code is something random, it is an empty box.  The better the graphic on this, the more convincing the change will be.  Alternatively, hover text could accomplish the same thing, but then the code has to glow to attract the user's attention to it.

2923 days, 9 hours, 53 minutes ago
View stepheniniowa's profile
stepheniniowa
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I vote NO to this change...........Leave F-codes in the game
2923 days, 8 hours, 35 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

planets is a very complex game, and everyone i know who plays on a reasonable level regularly reads at donovan's help pages to understand certain game mechanics.
believe me - knowing friendly codes is one of the smaller things you need to know to play properly.

if these few codes confuse you, what about the host order or towing rules then?

don't get me wrong - if there is a way to make things easier, clearer or slicker, i am happy to say yes.

(to me it's clear, why there is a force a surrender mission)

regards
2923 days, 8 hours, 32 minutes ago
View sjharley's profile
sjharley
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
-1

Part of the game, its supposed to be easy to play and difficult to master - thats the beauty of it. Fcodes are part of that in my book.

2923 days, 7 hours, 40 minutes ago
View jomamasfat's profile
jomamasfat
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I would rather have new players RTFM rather than altering the game to suit them.  When I first started playing VGAP I printed out the entire txt file documentation on my dot-matrix printer.  I sat in my room and read through it before I even attempted to play, then I tracked down every strategy guide I could find on the newsgroups I could access through the BBSs I used.  That's all part of the experience, and thanks to the internet it's easier than ever to access this information.  This is meant to be a game of chess that requires actual effort and learning if you want to be good at it.  Removing that element removes one of the best parts of the game.

Then again, I also don't mind that it prevents the majority of the X-Box Live generation from showing up and turning every game into a combination of cheating and name calling.  I guess I'm getting old.  Hold on, there's someone on my lawn...
2923 days, 6 hours, 46 minutes ago
View shrambot's profile
shrambot
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Hmm.
Eniac, about your point to make the game more accesible i fully support you, as mentioned before.
I agree that such an event, where a newbie lost his ships to a starbase by said trick, can be frustrating.
Learning that my Gorbie did not smash that fleet of meteors, but next turn defected to the Privateer, can be even more frustrating - to give another example. Thinks like "be warned, the Privateer can ROB your Ships"  are ALSO not told - currently you have to look for them on your own.
However, i don't think of those tricks as being "just" frustrating, because you can use them, too, once you learned about them.

On the other hand:
"The burnt child dreads the fire."
Being told that fire will hurt is one thing - feeling the pain will teach you the lesson, even without words.
The fire is not the problem, actually it is an essential part of the game.
The problem here is, that you often DO feel a pain (-> the loss of your Ship),
but you don't SEE a fire (-> ForceSurrender due to matching FC),
and therefore the pain seems to come out of nowhere from your point of view.

I do not think we should get rid of the fire, so to speak.
But lowering the learning curve - telling about the fire - is something that has to be adressed, and for pointing that out with this example, i think you should be thanked, Eniac.
I am shure this entire thread and it's outcome will in the end improve the game - alot of constructive proposales have been made so far - tho i have my doubts that all of the proposals (including yours) will be realized... .

I think this game should stay complex, because complexity is a part of this game.
But making the complexity less complicated will not take anything away - apart from the reading of printed out guides in the subway on your way to work, maybe (which is a part that i did like, anyway).

Regards,
Shrambot

P.S.: Consider that all the guides in the net speak of "FriendlyCodes", and i think i am not the only one how recommends those guides to newbies.
They would have to be re-written, if this game gets rid of the term "FriendlyCode" - which is not very likely to happen. ;)

2923 days, 6 hours, 9 minutes ago
View eniac's profile
eniac
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Thin Lizzy...sure, there is a very good reason for the Force Surrender mission.  I have used it myself on enemy ships I find that have no fuel or to receive a ship from an ally when I had no other ship around the starbase.  And I have no problem with this game being complex...that's one of the things I love about this game.  I just think the game can make improvements to make it a bit less counter-intuitive.

jommasfat...lol...I did the same thing with the docs when I first played. :)  I also turned them into an indexed help file I could access while working on a turn.  Thanks for that memory. :)

shrambot...nice analogy. :)

And all in all, I must say that I have been impressed by the posts in this thread.  A lot of people have posted a lot of differing opinions with well-thought and intelligent arguments while remaining very civil.  It seems we have a lot of cool people here.

-eniac-
2923 days, 5 hours, 31 minutes ago
View lindybomber's profile
lindybomber
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
The bigger question here is; "Should the game stay exactly the way it has been since since the last Tim patch or should the change?"  The answer is; "All of thee above"

  Consider this; Sid Meier's Civilization 1 came out about the same time VGAP3 was getting big.  Do some people still play CIV1?  yes, but many more people play CIV4 and CIV5.  Now think what planets could have been if the same level of resources were available to Tim has there has been available to Sid?

  Once the planets emulation is solid it can remain as such so long as there are people playing it.  However, at some point the game is going to have to change in order to grow and special freindly codes is one of the things that will need to be revamped in that growth process.
2923 days, 5 hours, 26 minutes ago
View sjharley's profile
sjharley
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I think this is a slippery slope you start with getting rid of fcodes and next you'll be changing the host order...its supposed to be difficult, thats part of the attraction,.

Yes I think that originally Tim should've put this all into the client rather than FCodes but he didn't and the game has evolved because of it, if you remove some of these weaknesses in implementation that have lead to strategic and tactical nuance you fundamentally change the game.

By accident or design the game works, I'm all for add-ons like Explore Map or playing games with multiple instances of the same race for interest but if you tinker with the fundamental mechanics too much you run the risk of completely changing the way the game is played and the learning curve and issues around Fcodes are part of it.

You end up with not VGA Planets but something else entirely - I mean the game is what 20 Years old and its worked fine with Fcodes until now. If .Nu is here to make the game more accessible then it should do that through the web-based model that allows it to be played without the logistical difficulties of the VGAP3 PBEM system.

Planets without Fcodes wouldn't be planets IMHO.

Rant over.
2923 days, 4 hours, 57 minutes ago
View veldan's profile
veldan
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
@ Lindybomber  Agree 100%. To survive and to continue getting paying players, Nu will have to develop past the last tim patch.  It's not like it's sacrilege... phost has been doing this for many years.  However the question is how deep do you want to rearrange things.  I'm on the side of if it helps a new player learn the game it's a no brainer.  That's why GUI'ing a lot of friendly codes makes 100% sense and should be done where it doesn't drive a fundamental game change.  I'd like to see Joshua chime in and put his 2 cents as to where he see's the nuhost and GUI evolving so we can get a better idea.
2923 days, 4 hours, 35 minutes ago
View sjharley's profile
sjharley
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I could live with a straight GUI of them if it didn't change any of the mechanics at all.

The only thing I'd say is that a lot this is affected by the way combat is decided and if a new player decides they don't want to play because of FCodes they're just as likely to say they don't want to play because combat isn't properly fleet based and its done in a strange one-on-one basis....

Not saying it should change I'm just pointing out that Fcodes in of themselves aren't going to stop many new players joining in my view....there are plenty of other things that a modern gamer might not like.


2923 days, 3 hours, 40 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

i like the collisions that the fcode system provokes.
 
- but from my little experience here on nu i must admit, that 99% i have simple questions
  to decide whether beaming up fuel or making torps, or laying mines.
 
- and in only 1% of all situations i have had a serious collision with the battlevalue (~order)
  (something like: fleet of five ships has to attack now and in a special order on the right side
  of the vcr while performing special missions).


  i don't know how you guys see this...
 
2923 days, 1 hours, 46 minutes ago
View donaldworrell's profile
donaldworrell
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

Ship Overview Screen

SHIPOV~1.gif


2923 days, 1 hours, 42 minutes ago
View donaldworrell's profile
donaldworrell
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I posted that screen shot from vgaplanets 4 of a ship command window.  Talk about new people having a hard time.   I think version 3 is just right with the amount of detail.  Your ship screens are basic but friendly codes allow for mutible layers.  adding some key improvments to make friendly codes more easily usefull for new and advanved players is a good ideal.   Then you have a bunch of add ons thta can totally change the game.    As long as a ship command window doesn't end up looking like that screen shot I am all for it.
2923 days, 1 hours, 40 minutes ago
View veldan's profile
veldan
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Agreed
2922 days, 23 hours, 17 minutes ago
View daniel payne's profile
daniel payne
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

Donald, that is a really good point.  I think the general consensus about VGAP 4 is that it failed in a number of ways, and the confounding GUI was a primary offender of the problems.  But another one was the enormous number of hidden "features" that had no documentation, and made the game annoyingly random.  FCs really aren't that hard.  We just need a way to make them clear to new players. I think it can be done with Joshua's current approach once he has a chance to enhance it.  It just needs a really great interface with lots of reminder info available (perhaps if you click it), and I believe a more appropriate name that tips off new users to how important it can be.

In general, I think the interface should aim to give users an idea of how the ship is going to act in plain indications  (not text, but a player should be able to extrapolate easily):

This ship will load fighter minerals, then build fighters, then intercept, and then attack any Bird Man vessels and/or planets, in that order.

This ship will move to its waypoint and activate its glory device if there are any cloaked vessels in orbit there.  If not it will pillage the planet.

This ship will lay mines, then make torpedoes with mkt, then move one light year in the warp well.

and so on...

2922 days, 20 hours, 42 minutes ago
View darvster's profile
darvster
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

@ Daniel Payne

I like the idea of a ship summary, there is even room for this at the bottom of the ship screen.  This would enable a readable version of the ship commands and would also help to some extent with visualizing the host order.  Maybe also highlight the actions i.e. "move", "lay mine", "pillage".

Would be extremely helpful for new players and at a glance would help all players in case they have forgotton to do something like the ship is still set to hyp, chunnel, beam up fuel etc.

2922 days, 19 hours, 5 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

some codes are already obsolete, and nobody cries a tear for them..

a proposal:

what if we separate battlevalue codes from the mission codes (~2 fcodes) ?
i know these two are meant to interfere with each other, but most of the time they just don't.

i am asking this, because if we do separate them, it will be no problem to include all fucntions into a code-free interface:

ship side: you have a secondary mission and a battle order tab.
chunneling codes are integrated in the secondary missions with "choose target" well as "hyperjump".
planet side: secondary orders including "guess ship's secondary mission" and set "minefield #"

of course you could keep the codes to type them in manually, but they could be hidden as well for newbies.

just to ask how the ideas stated above would work out...

-------------------
edit: please tell me, if i have forgotten something (like fcode access for beaming up)

2922 days, 16 hours, 15 minutes ago
View lindybomber's profile
lindybomber
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Donald,

  I played v4 on Drewhead.org for several years.  The real problem with v4 is feature overload which lead to a very cluttered GUI, and turns that took 2-3 hours each.  I don't think anyone here is suggesting we go there.  However, v4 does have a lot of good ideas which should be looked at when Josh and company get tot he point where they can grow the game.

Thin Lizzy,

  I like the idea of having separate mission codes and battle order codes.  With the new alliance system the only thing friendly codes are really needed for is beam up materials from ally planets and Super Spy.
2922 days, 15 hours, 19 minutes ago
View sjharley's profile
sjharley
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

@thin lizzy

I think thats more complicated than just Fcodes AND your changing the mechanics.

If you use a secondary mission code you'd need th interface to prevent battleorder being set to preserve the mechanics.

And planets side orders like - Guess ships secondary mission ? whats that about - not sure I like that.

2922 days, 13 hours, 44 minutes ago
View daniel payne's profile
daniel payne
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I am pretty sure that battle sequencing was never intended to interfere with friendly codes such as md6, and indeed that one can be worked around easily. What can not be worked around is trg, mkt, ald, and other such 1000-value codes. You may recall that at the time players were clamoring for a battle value system. Anything would do. The interference is a side effect. I think that seperating them would not affect gameplay negatively in this case. Nobody is going to actually guess a battle order code. The real problem is cluttering up the interface. It could actually scare off players where it is supposed to encourage them.
2922 days, 13 hours, 16 minutes ago
View shrambot's profile
shrambot
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Hmm, i just wonder why Tim arranged it, so that ships with matching FC will NOT fight each other... he had long enought time to remove this "feature", and the behaviour of the game (should they fight, yes or no ? ) had to be programed that way in either cases.
So i assume it is delibarately arranged that way.

Remember that Movie, StarTrek II - Wrath of Khan, where the Enterprise was able to control the USS Reliant's Systems since they knew their Code's.
Maybe all this "matching FC = no fight" is a reminiscence about this ?
(Remember that Tim took a lot of Details from StarTrek, StarWars and BattleStar Galactic and put it into this game.)

Just a thought... .
2922 days, 13 hours, 4 minutes ago
View harki's profile
harki
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Imagine that you are in a combat, and the enemy fleet send you a "FC" that for you it's from an ally. You can't see who is inside or to talk via radio. So, you don't fight because you think that they are friends.

I think that it's correct not to fight if the two "FCs" are equal.
2922 days, 12 hours, 4 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

okay, i think i was not too clear, sorry:

i would put it in the following logic, if we say that battle code and mission code do not necessarily have to collide:

-------------------------------------------------------------------------------

Ship Codes:

Dropdown / Flyout "Mission Orders":
(Example for a Diplomacy Class Cruiser)
  • Make Torpedoes
  • Transfer torpedoes equally to foreign ships
  • Do not use torpedoes for attack
  • Drop certain number of mines >>   flyout
                                                      >>   10
                                                      >>   20
                                                      >>   30
                                                      >>   (and so on...)
                                                      >>   half
                                                      >>   quarter 
  • Lay Mines in another species' identity >> flyout
                                                      >> Federation (donovan)
                                                      >> Lizards (donovan's brother)
                                                      >> Birds (someone else)
                                                      >> (and so on...)
  • Scoop Mines
  • Give this ship to:                    >> flyout
                                                      >> Federation (donovan)
                                                      >> Lizards (donovan's brother)
                                                      >> Birds (someone else)
                                                      >> (and so on...)
  • Use Universal Minefiels Code  >> flyout
                                                      >>  click number or letter
  • Transfer Megacredits to Planet
  • Clone this Ship
  • Use other ship type's mission orders (No direct function):
      (Ships with matching mission orders will NOT fight each other!) >> flyout
                                                      >>  Hyperjump
                                                      >>  Open Chunnel to >> Click target
                                                      >>  Load fighter minerals
                                                      >>  No Tow Capture
                                                      >>  Explode after Movement (fuel required)
                                                      >>  Explode when cloaked ship arrives (fuel required)
                                                      >>  Transfer fighters to Foreign ships
                                                      >>  No Alchemy
                                                      >>  Produce Duranium only
                                                      >>  Produce Tritanium only
                                                      >>  Produce Molybenum only
  • Use Planetary Mission Orders (No direct function)
      (Planets and starships with matching Mission orders will NOT fight each other!)
      (Starbases with Primary Mission "Force a surrender" will capture ships that have a matching
       Mission order before movement) >>   flyout
                                                      >>  Beam up money
                                                      >>  Attack Ships with fuel
                                                      >>  Attack all Ships
                                                      >>  Recycle ship components
                                                      >>  Build ship first (more than 20 priority points required)
                                                      >>  Build ship second (more than 20 priority points required)
                                                      >>  Build ship third (more than 20 priority points required)
                                                      >>  Set Unversal Minefield Code >>  flyout
                                                                                                      >> click letter or number
----------------------------------------------

Planet Codes:
Dropdown / Flyout "Mission Orders":
  • Beam up money
  • Attack Ships with fuel
  • Attack all Ships
  • Recycle ship components
  • Build ship first (more than 20 priority points required)
  • Build ship second (more than 20 priority points required)
  • Build ship third (more than 20 priority points required)
  • Set Unversal Minefield Code >>  flyout
                                                    >> click letter or number
  • Use Mission Order for ships (No direct function)
          (Planets and Ships with matching Mission Orders will not fight each other)
          (Planets with Primary Mission "Force a surrender" will capture ships with matching
          Mission Orders before Movement) >> flyout
                                                   >>  Make torpedoes
                                                   >>  Load fighter minerals
                                                   >>  TRansfer Megacredits to planet
                                                   >>  Hyperjump
                                                   >>  Open Chunnel to >> Click target
                                                   >>  Load fighter minerals
                                                   >>  No Tow Capture
                                                   >>  Explode after Movement (fuel required)
                                                   >>  Explode when cloaked ship arrives (fuel required)
                                                   >>  Transfer fighters to Foreign ships
                                                   >>  No Alchemy
                                                   >>  Produce Duranium only
                                                   >>  Produce Tritanium only
                                                   >>  Produce Molybenum only
                                                   >>  Transfer torpedoes equally to foreign ships
                                                   >>  Do not use torpedoes for attack
                                                   >>  Drop certain number of mines >>   flyout
                                                      >>   10
                                                      >>   20
                                                      >>   30
                                                      >>   (and so on...)
                                                      >>   half
                                                      >>   quarter 
                                                   >>  Lay Mines in another species' identity >> flyout
                                                      >> Federation (donovan)
                                                      >> Lizards (donovan's brother)
                                                      >> Birds (someone else)
                                                      >> (and so on...)
                                                   >>  Scoop Mines
                                                   >>  Give this ship to: >> flyout
                                                      >> Federation (donovan)
                                                      >> Lizards (donovan's brother)
                                                      >> Birds (someone else)
                                                      >> (and so on...)
                                                   >>  Clone this Ship

------------------------------------------------------


The above structure represents all friendly code functions except:
-battle order (~value)  >> separate interface
-beam up access for enemy planets >> separate flyout: allow foreign access to >> Feds
                                                                                                                   >> Lizards
                                                                                                                   >> ....
                                                                                                                   ( ) this turn
                                                                                                                   ( ) always
-alliance codes (already redundant / abolished)

------------------------------------------------

Of course this looks pretty huge at first sight, because all is expanded.

But in the case of a regular torpedo ship, you would only have 11 choices on the first layer,
and for planets only 9 choices.

And you directly have the explanation for all functions and mechanisms within the game.


Any feedback is very welcome!!


2922 days, 11 hours, 54 minutes ago
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zelrik
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
+0 overall. Not sure what to think of it. 

One thing though is that you can build a much better interface for the FC, selecting options instead of a code. One can still go in expert mode and change the code by hand.

Removing the FC all together would have a big impact on the game, it won't be vga 3.0 anymore. So if that happens, it needs some heavy development and beta testing.

Edit: Just read Lizzy's post above, I agree with it :).
2922 days, 11 hours, 18 minutes ago
View veldan's profile
veldan
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Love it Lizzy, you did a great job boiling alot of what's been discussed into something that's possible.  I think with that juxtaposed against Donald's Planet's 4 picture you'll see that the GUI won't get completely overwhelmed.  I'm not sure about the matching secondary orders though.  I understand the idea about it.  But you're right you've got to find a way to emulate the "matching fcodes issue's". 

To roll this out would require another group of test games where all players use the same GUI.  This is not something that could be rolled to the test group because some functions within the game change.

However, another option would be to roll things out slowly and eventually evolve the GUI away from players having to manually plug in friendly codes.
2922 days, 11 hours, 9 minutes ago
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turssi
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Nice menu - excellent work, but maybe leave the friendly code matching to the current way.

Set Friendly Code Manually: [xxx] (planet or ship with a matching friendly code does not fight you)
2922 days, 11 hours, 7 minutes ago
View seveiht's profile
seveiht
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
This would constitute a fundamental change to the battle mechanics.  If we used what you propose we would then by able to simultaneously build torpedos AND take priority in combat.  Something one must consider in the existing mechanics. 
2922 days, 10 hours, 57 minutes ago
View veldan's profile
veldan
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I think that could be resolved that taking a secondary mission automatically sets your battle order to 1000, no if's, and's, or but's.

Maybe there could be a display for battle order that factors in your primary enemy/kill mission/battle order number and the effects of secondary missions.  And maybe it has a pop-up associated with it that show's the calculations that go into the displayed battle order number.  (along with the warning that battle order codes below 100 are unpredicatable.)
2922 days, 10 hours, 43 minutes ago
View shrambot's profile
shrambot
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Nicely done, Lizzy, was about to make up something similar. ;)
I would have taken the BattleOrder as part of the Orders, tho, something like "Positioning Ship for Battle", something thats sounds like the ship has to actively do this and therefore can't perform any other task (apart from it's mission).

== Naming the new child ==
I'm still not satisfied with the term "Mission Orders"
One reason is: "Why shouldn't my Ship fight, just because us has the same Mission Orders then an other ship ?" ... With the assosiation "matching Codes" this might still be still puzzling, but less, then in the first case, imho. "Matching codes = no battle ... sounds resonable."

So far we had following proposals:
Secondary Mission
mission code
Security Code
Ship Code
Function Code
Central Access Code
Operation-Code
Order-Code
secondary mission code
... did i missed someone ?

I know i am picking on a mere detail here,
but i think giving the "child" the right name, can have some impact on how new players diggest this.
Because the FC can:
- trigger a certain action (like beam transfers, cloning)
- alter an existing Mission (Sweep Mines also scoops own mines now)
- change behaviour in Battles (NTP, battleorder)
- deny hostile actions altogether (matching FC of enemy Ship or Minefield)
- accessing the Ships Weapons, allowing Capture (matching FC Ship-StarBase)

So the FC both behaves like a Code, or an Order (or Task ?), but not like a mission.
I have to admit that me english leaves me here... .
Any suggestions ?

== Dude, where is my Friendly Code ? ==
I still think that an assosiated Box NAMED friendly Code (and of cause containing the related FC) should be present, so a player reading a guide at Donovan's will also find the mentiond FC's here, and wont go "I read about them, but there is no way to enter them here ! wtf ? "

Regards,
Shrambot

P.S.: separating the BattleOrder and FC's sounds nice... but will alter a lot, of which i am not shure if it will also be a nice thing.
I think this should be implemented and tested in some custom-games; and after some experinces has been made with it, we can see further.
P.P.S.: Veldan mentioned it, i support it: show the resulting BattleOrderValue as a number somewhere in the UI; in a way that reveals that Mission, PE-Setting AND FC determine this Value would be best.

2922 days, 10 hours, 38 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

Thanks - i just took the friendly codes and translated them the way they already are in the current gui, and called them 'mission orders'.

good point with the matching fcodes - all 'value' codes won't work any more to avoid fighting, unless you put this in the battlevalue tab.
in the case of the "force surrender" mission i think this will not have a great impact, because mkt, lfm and bdm have a much higher proximity depending on the ship - (whether you are aiming for cloakers, fighter factories or gambling ships).
to avoid fighting, the 'mission' friendly codes also have a higher proximity of matching the other ship - in only a very few cases i have hit the same numerical code of an 'enemy' ship. (i was furious)

the above is more or less an fcode generator - without alliance codes, battlevalue codes and access codes. but of course this would allow both - the typing of the friendly code and clicking it.

i would still prefer typing, which is faster, but who knows... the nu alliance settings go much further than the 3 version - which i enjoy very much.

seveiht, i believe that the impact on the combat mechanics is not so big - in 200 turns (~10000 ship moves) i can only remember one or two situations where my attack fleet had to attack now, sweep, translate torps, make torps and attack in a special órder all above the 998 values to fight on the left side..  but maybe carrier races need these tricks more often...

-----

edit: whoa - that's feedback...
veldan - i like! 1000 - 1015 would be the exact value, though - depending on p.e. and kill
shrambot - you could still call this thing friendly code as well, maybe native speakers have a better feeling for the name of the child...
2922 days, 10 hours, 7 minutes ago
View seveiht's profile
seveiht
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I didn't mean getting priority left vs right, i simply meant for ships that had to build torps but you wanted them to fight first.  I think whatever method is used should at first preserve the existing mechanics.

As I said earlier, lets keep the debates of new ui and changing mechanics separate.
From the UI standpoint, I like the menu idea but I think whatever you select from the menu is essentially setting your friendly code for you.  I think we should also leave in the friendly code box as well for those of us who know how to use it.  Having to navigate menus every turn would greatly increase the time of my play, much easier to set the friendly codes manually once you know them.

What I'd really like to see is a fleet view similar to in winplan which shows the combat order of your fleet and a quick reference to set the friendly codes of all the ships.
2922 days, 9 hours, 51 minutes ago
View veldan's profile
veldan
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Lizzy, i think a slow move from requiring users to put in fcodes is the first step.  I think that eventually we will evolve this past actually inputting fcodes.  But that's a later discussion.

I agree with your appraisal about speed and ease of use.  I equate it to knowing UNIX.  a user can use any UNIX system nowadays since many have a decent'ish desktop environment.  However, a true power user will be able to command line many actions in a few seconds whereas it might take a few minutes to do it through desktop displays.  However, both are eventaully able to do about the same thing, however, the command line user will be able to get done what they want much quicker and possibly better.

Maybe we should put together another thread... possibly "Community Proposal: Friendly Code GUI Functions/Secondary Mission"  whatever it's decided to call it.
2922 days, 9 hours, 48 minutes ago
View daniel payne's profile
daniel payne
RE: Petition to eliminate friendly codes - Add your vote!Write Reply

I like the idea of keeping the GUI clean, so the current look is fine.  If the code has an associated function (lfm), the label Friendly Code becomes a different color and says "Function Code".  If it is a battle order (101), it becomes a different color and the label says "Battle Code".  Then you can use hover text to give the details of the code.

This means that there would need to be a classification scheme.  I am sure that will not be hard work.

One more thing.  I would like to see a battle sequence value somewhere on the interface that takes PE, Kill mission, and FC into account if that is possible.

2922 days, 8 hours, 29 minutes ago
View shrambot's profile
shrambot
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
The fleet view Seveiht spoke about cen be seen in this thread.
I will not repost the picture here, since it is to big and will mess up the thread... see for yourself what i mean... .
2922 days, 8 hours, 3 minutes ago
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ss2020
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Okay,

  Have 2 missions availalbe and have a FC for each. Let the FC be a field to choose ship/planet or combat order of the mission. This would of course limit the # of planets to 1,000 and ships as well. Both of which are currently 500.
  I am still a strong advocate for battle groups, even if there are only a few ships. This 3.0 combat model has some serious problems for certain races.
2922 days, 7 hours, 23 minutes ago
View seveiht's profile
seveiht
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I have no problem with discussing changes to the game as well.

However I think we should keep the discussions separate.

So I agree with shram, we should start two new threads.  One which proposes changes to the UI for the classic game.  And another which can be to discuss tweaking the game mechanics themselves. 

2921 days, 22 hours, 41 minutes ago
View seveiht's profile
seveiht
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Started two new threads here:

http://vgaplanets.nu/discussion/ui-friendly-code-tweaks

and

here:

http://vgaplanets.nu/discussion/host-change-friendly-code-tweak
2921 days, 15 hours, 5 minutes ago
View thin lizzy's profile
thin lizzy
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
cool!

after sleeping over this issue, i think that it is possible to make a fairly easy interface on the base of the existing one and which includes all existing codes. if a nice battle order interface is implemeted,
it can all be done graphically, without having to tweak the mechanics.

i agree with you veldan that things like this need to develop slowly to get people used to it and to have time to test small changes.

also it should be possible to use the interface rapidly by e.g. using shortcuts for the experienced player (like nearly all software does) and also have a beginner's (and maybe advanced?) mode which is rather self explaining.

for example you could use the existing interface as the "default" (for beginners and pros), and unlock all clickable fcodes if someone ticks an "advanced mode" box for players that need to understand the whole coding system.

considering the planets system in general i believe that there can be a time after the pure version 3 without changing the game in it's very complex character and layout. only some mechanics in this game are very complicated and have a tendency to allow dirty tricks, which i believe are not needed to beat an opponent.

2921 days, 0 hours, 2 minutes ago
View vase's profile
vase
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
My response to the original post:

What is so confusing about friendly codes?  Punch in a 3-digit code based on what you want your ship/planet to do.  To me, it is not any more complicated than any other part of this uber-complicated game.  The learning curve for the entire game is steep.  People get burned by tricks all the time.  Mistakes are made in every facet of the game.  I think it's fine and I like that it is old-school.
2915 days, 10 hours, 55 minutes ago
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ghostwriter
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
 personally, i like the FC system. that said, i suggest that changing to a four "digit" FC would be an improvement. among other things, it would allow for chunneling to 9999 ships, which would allow for an expansion of the ship limit beyond 999. also, it would reduce the chance of a matching FC with an enemy ship.

mind you, i am not suggesting that the current list of FCs be changed. just add to them. for example, the mdx FC could be retained, but mdxx would allow an exact number of torps to be used. in that vein, the use of alpha characters (base 16) could be implemented with MDx (multiples of 10) and MDxx (MDff would be 255 torps). anyway, just a thought.

 Roy
2915 days, 10 hours, 15 minutes ago
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ss2020
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
I wholly support Roy's suggestion.
Anyway FC are a must for playability. They need to be their for targeting ship or planet #s and also for quantities of things that need to happen. Like beam up 100 Neutronium. BUN1, could be beam up 100 kt of fuel.
--A sidebar--
   I don't think FCs are the only limitation to the 999 ship limit. I think the 500 planets limit is a little silly as well. I think the Echo cluster is too crowded for 11 races. But that is just me.Maybe a 999 fleet limit with each fleet having 1 or more ships. This would make combat much better.

Scott
2895 days, 1 hours, 17 minutes ago
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timestaller
RE: Petition to eliminate friendly codes - Add your vote!Write Reply
Do not eliminate Friendly codes, However I do like the option to change the battle order.  That is one thing that i never liked about Planets.  Why should it matter when something was built.

-1 for Elimination of Friendly codes,

+1 for Battle Order