Waspentalive's Trek
#20
(12-04-2022, 08:29 PM)waspentalive Wrote:
(12-02-2022, 07:36 PM)James D Jarvis Wrote:
(12-02-2022, 05:34 PM)CharlieJV Wrote: Just when I thought I was already having a pretty happy Friday: that was awesome.  I must forward that to the game's author.

It's fun. I tinkered with it during lunch so it works smoother on my pc and reduced hit chance for phasers based on range, added possible degradation to the phasers based on energy use, reduced effectiveness based on condition of the phasers, and have the phasers reduce energy on firing.  It makes the game a little more challenging and adds more strategy to the game. Can't just zip about blasting the baddies with the phasers at 99 all day long.

It's a nice solid program (even without the tinkering).

I had found and squashed the "Phasors don't user energy".  I know I misspelled phaser, but I am at least consistent :^).

I just recently added Bases for the Klingons and perhaps several other things in the most recent version.

I am interested in your ideas for Phasors. I will eventually cause them to use more energy per % charge so the player is incentivized to use as little % as they think they can get away with.  Note that you end the game if you drop energy below 50 units.  Also, the [R]epair command also builds energy slowly (Bussard collectors yada yada)

How do you have the phasors degrade at higher %s - do you damage them if charged to say over 85%?

The code already has them fail based on their repair status each time you fire them,
but perhaps you did it a better way? What did you do there?

here's how I modified the phasor section of the code, the higher the charge the more likely there is wear and tear and they are more effective against closer targets:   
Code: (Select All)
phasor:
If devstat(pha) < Int(Rnd(1) * 99) Then
    dmg$ = "Phasors offline "
Else
    If q(eqx, eqy, aklingon) = 0 Then
        dmg$ = "No valid targets in sector"
    Else
        Do
            Input "Phasor bank charge percentage: (0 to 99) :"; chg
        Loop While chg > 99 Or chg < 0
        If chg > devstat(5) Then chg = Int((chg + devstat(5)) / 2)
        If chg * 10 > eng Then
            dmg$ = "Not enough energy to charge to that level"
        Else
            Cls
            GoSub gdisplay
            eng = eng - chg
            kills = 0
            If Rnd * 300 < chg Then devstat(5) = devstat(5) - Int(Rnd * Sqr(chg))
            For phax = 1 To 8
                For phay = 1 To 8
                    If s(phax, phay) = aklingon Then
                        kdd = 0
                        If phax <> esx And pahay <> esy Then
                            kdx = Abs(esx - phax)
                            kdy = Abs(esx - phay)
                            kdd = 2 * Sqr(kdx * kdx + kdy * kdy) 'determine distance to target
                        End If
                        If Int(Rnd * 99) < (chg * devstat(5)) / 100 - kdd Then
                            s(phax, phay) = aEmpty
                            klingons = klingons - 1
                            dmg$ = "Klingon at " + Str$(phay) + "," + Str$(phax) + " Destroyed           "
                            kills = kills + 1
                            GoSub gdisplay
                            q(eqx, eqy, aklingon) = q(eqx, eqy, aklingon) - 1
                        Else
                            dmg$ = "Klingon at " + Str$(phay) + Str$(phax) + " Remains                 "
                        End If
                        Sleep 1
                    End If
                Next phay
            Next phax
            dz = dz - 1
            dmg$ = Str$(kills) + " Klingons destroyed" + Str$(q(eqy, eqx, aklingon)) + " remain.    "
        End If
    End If
End If
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Messages In This Thread
Waspentalive's Trek - by CharlieJV - 12-02-2022, 02:01 AM
RE: Waspentalive's Trek - by James D Jarvis - 12-02-2022, 04:46 PM
RE: Waspentalive's Trek - by CharlieJV - 12-02-2022, 05:34 PM
RE: Waspentalive's Trek - by James D Jarvis - 12-02-2022, 07:36 PM
RE: Waspentalive's Trek - by waspentalive - 12-04-2022, 08:29 PM
RE: Waspentalive's Trek - by James D Jarvis - 12-05-2022, 02:36 AM
RE: Waspentalive's Trek - by waspentalive - 12-05-2022, 03:54 PM
RE: Waspentalive's Trek - by mnrvovrfc - 12-09-2022, 06:18 PM
RE: Waspentalive's Trek - by waspentalive - 12-10-2022, 01:08 AM
RE: Waspentalive's Trek - by waspentalive - 12-02-2022, 09:20 PM
RE: Waspentalive's Trek - by James D Jarvis - 12-02-2022, 10:59 PM
RE: Waspentalive's Trek - by mnrvovrfc - 12-03-2022, 02:05 PM
RE: Waspentalive's Trek - by bplus - 12-02-2022, 05:58 PM
RE: Waspentalive's Trek - by CharlieJV - 12-03-2022, 03:24 PM
RE: Waspentalive's Trek - by johannhowitzer - 12-04-2022, 08:15 AM
RE: Waspentalive's Trek - by CharlieJV - 12-04-2022, 04:53 PM
RE: Waspentalive's Trek - by mnrvovrfc - 12-04-2022, 06:03 PM
RE: Waspentalive's Trek - by waspentalive - 12-04-2022, 07:00 PM
RE: Waspentalive's Trek - by Pete - 12-04-2022, 08:20 AM
RE: Waspentalive's Trek - by CharlieJV - 12-04-2022, 04:56 PM
RE: Waspentalive's Trek - by Pete - 12-04-2022, 05:25 PM
RE: Waspentalive's Trek - by Pete - 12-04-2022, 07:24 PM
RE: Waspentalive's Trek - by Pete - 12-05-2022, 04:08 PM
RE: Waspentalive's Trek - by James D Jarvis - 12-05-2022, 10:02 PM
RE: Waspentalive's Trek - by CharlieJV - 12-08-2022, 02:23 AM
RE: Waspentalive's Trek - by mnrvovrfc - 12-10-2022, 01:44 AM
RE: Waspentalive's Trek - by waspentalive - 12-12-2022, 05:57 PM



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