Coder Tree Improvements

3 posts · 2006-11-21 01:28:00 to 2006-11-21 10:21:00

#36300100532 11/21/2006 01:28 Coder Tree Improvements
After a very nicely written OSOTLG and a very good update for Proxy Masters, I thought it was finally time to throw out a wish list of sorts for the coder tree.

-Block Tactics and 1 damage.
Many sims will do a code nuke or tomo nage in interlock, only to do 1 damage because they were on block tactics, any way to remedy this would be awesome. (Yes I'm aware that might mean Tengu might no longer do 1 damage Tomo's ^_^)

-Interlock vs Free fire.
Especially now with the variety of Proxies, having the ability to tell your sim "interlock this person" or "stay in free fire" is a crucial tactical decision we currently don't have. Right now the best way, it seems, to get a sim out of interlock is to put him on passive and try to get him to follow you. In the reverse situation, if I want my sim to interlock, I will literally either drag an npc/player near it, or the sim near the opponent and then click on aggressive and attack that person targeted. Neither situation guarantees the desired result.

-Puppet Abilities
The next evolution in controlling your sims. Imagine if you will, having a sim and his abilities showing up on your ability list, and thus, put them on your hotbar. Now you have ultimate control of your sims tactics. It's a lot of multi-tasking yes, but man how sweet would it be as a utility master to tell your sim to give out a specific upgrade or a proxy master who could have his rifleman root their prey. An ability to turn off "auto-AI" and give the master true manual control over his simulacra.

-Absorb Sim, Drain Sim, and Detonate Proxy Rework
Rather than having to target your sim and cast these moves, simply make it passive cast ability, similar to activating daemon boosts or proxy technician.

-Make Your Own Sim
Rather than trial and error, allow coders the ability to choose precisely which class of sim they want it to be.

-/Codestructs
In addition to listing the titles of what you can code, list the gender, buffs and descriptions, difficulty and perhaps even the cost and/or bits/frags required.
To help narrow down what you'll save in your chatlog (or perhaps have it generate it's own .txt file) add a syntax to the command to narrow down the list.
Examples
/Codestruct Tools ProgramLaunchers which would list program launchers, their descriptions/buffs, difficulty
/Codestruct Consumables 40 which only lists Consumables level 40 and higher difficulty to make, their buffs and difficulty
/Codestruct Apparel Pants 53 M which only lists male pants 53+ difficulty

Just hoping to ride on some of the momentum to improve the tree even further ^_^

Things so far that kick butt
6 Discipline Specific Proxies
Patcher Sims giving buffs
/frags
/bits
IS cost reductions/normalization across the tree
Now a viable option in PvP, especially for defensive purposes.
"The heart never speaks, but you must listen to it to know."
-The Oracle

#36300100702 11/21/2006 07:49 Coder Tree Improvements
Dagonet wrote:


-Puppet Abilities
The next evolution in controlling your sims. Imagine if you will, having a sim and his abilities showing up on your ability list, and thus, put them on your hotbar. Now you have ultimate control of your sims tactics. It's a lot of multi-tasking yes, but man how sweet would it be as a utility master to tell your sim to give out a specific upgrade or a proxy master who could have his rifleman root their prey. An ability to turn off "auto-AI" and give the master true manual control over his simulacra.


multi-tasking yes....easy?! actually yes. just to give an example: MasterMinds in CoV. at max lvl you control up to 6-7 sims. the controls are much better as you can individually place and set each one or a group.  Can it be implemented in our system?.../shrug would luv to hear a devs opinion on this.


Doc
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#36300100781 11/21/2006 10:21 Re:Coder Tree Improvements
I've brought it up a few times as well...

Sim's need better AI... however the dev's have mentioned that won't be done (and I think they won't either for a long time).

At least we got in the different types of sims now... hopefully we will get some controls on which type of sim we want to spawn next.