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Ordnance Tubes card management #15
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I'm inclined to go with the first option as well. |
In fact more I think about that the more I think option 2 is the best one. |
I've been thinking about this and can't come up with anything better than number two. It's more descriptive and it mirrors other upgrades which add second upgrade. The only problem I can see is if a ship in future gets a missile slot. How then would you know which ordnance is in the tubes? |
That's kind of why I was leaning towards the first option, but thinking about it more it isn't actually necessary to know if a missile is in Ordnance Tubes or in a native missile slot -- always attempt to populate fixed slots (torps/missiles) first, and any leftovers will have to go into converted hardpoint slots. |
I've been wrestling with implementing Ordnance Tubes for several weeks now (!). I've had to rewrite tons of code bacause of assumptions I'd made about slots holding a specific type of upgrade. Anyway, I'm nearly done now. Currently, my XWS appears like option 2:
Is this OK with you guys? |
Hi, Sounds good to me, here is my xws :
In term of development, when I assign a Torpedo for example, I specify that I fill a missile and hardpoint slot (I specified that the slot is occuped virtually), I used the same behavior with the Palpatine crew card. Good luck ! |
Whoops. Somehow I got it in my head that we were leaving the slot type the same: {
"pilots": [{
"name": "cr90corvetteaft",
"points": 40,
"ship": "cr90corvette",
"multisection_id": 0
}, {
"name": "cr90corvettefore",
"points": 64,
"ship": "cr90corvette",
"upgrades": {
"hardpoint": ["quadlasercannons", "ionpulsemissiles"],
"mod": ["ordnancetubes"]
},
"multisection_id": 0
}],
} (I'm also having trouble granting the ability to the other half of the ship... it's basically requiring an immense rewrite) From a gameplay/rules perspective, keeping the slot as a hardpoint is more correct; the slot type hasn't changed, but what it can accept has. Is that a concept we want to track in XWS? |
Hi, Off topic : Do you plan to go to Celebration europe next year ? I will. |
sorry for late weigh-in. I'm cool with whatever you guys come up with here. sorry everyone had to rewrite a bunch of code :-( |
Seriously, Ordnance Tubes is a headache 😭 |
Try to think how you handled the following cards, "Mist hunter", "Emperor Palpatine" and "Heavy Scyk Interceptor", by mixing all you did with them you probably can find a solution. |
Been thinking about this a lot, since there are a lot of possible gotchas.
I think we should mandate that when an upgrade card is going into a slot that doesn't match its normal type, we suffix the upgrade name with a dash and the upgrade type. So:
Or, more generally:
I think that it reads well, and since we don't allow dashes in the canonicalized name, it's unambiguous. I think that the |
Hi, |
So, where are we about that ? |
Hi all,
How to do thing to handle the Ordnance Tubes card ?
I start thinking about it and for the time being I see two options :
1/ We assign Torpedoes and Missiles to the Hardpoint slot.
{"name":"cr90corvettefore","points":58,"ship":"cr90corvette","multisection_id":0,"upgrades":{"hardpoint":["assaultmissiles"]}}
2/ This card opens a torpedoes or missile slot to the ship :
{"name":"cr90corvettefore","points":65,"ship":"cr90corvette","multisection_id":0,"upgrades":{"missile":["assaultmissiles"],"hardpoint":["singleturbolasers"]}},
From a development stand point, I would go with the 1st option but from the xws specs the second one seems to be better.
Perhaps there are some others options. Just let me know what you think.
bye
Fab
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