Elite / Frontier GetSystemName() method

Hello,

this is kinda specific question about generating the original names of star systems in Frontier 2: Elite.

I tried to play with GetSystemName() method from [^1], that
creates those three-syllabes names for star systems, but couldn't get
consistent names with the game.

Did anyone try to play with it?
It might be type-related, but I tried to check data sizes and it checks
out :(

Thanks for any suggestion!


^1: http://www.jongware.com/galaxy1.html
 
Sorry, it works.

It's just that _rotl() and _rotr() functions take value of type 'short'.
I assumed it was 'int'.
 
Cool that you got it working.
The source for Pioneer is interesting to browse as I think it's partially based on the Frontier algorithms (there are a few Pioneer devs lurking around here who could clarify that), so you could get a higher level look at everything.





P.S I implemented a naming algorithm that uses the Markov chain algorithm and for the source sample set of names I used some of the output of the frontier system - so it was one algorithm feeding into another. The results were beautiful. The very first system name that popped out was "Cute" which I thought was pretty... cute :)
 
You're a Pioneer dev? So what's with the plasma bolt weapons - i can't hit diddly squat with 'em? Are lasers (ie. beam weapons) in the works?
 
The source for Pioneer is interesting to browse as I think it's partially based on the Frontier algorithms (there are a few Pioneer devs lurking around here who could clarify that), so you could get a higher level look at everything.

They're loosely related. They weren't ripped from Frontier directly, but the original author of Pioneer is the same fellow responsible for glFrontier, so he was pretty familiar with Frontier's internals and some of that has come through.

A lot of that stuff is being restructured or rewritten though, so it will look less and less like Frontier as time goes on.
 
You're a Pioneer dev? So what's with the plasma bolt weapons - i can't hit diddly squat with 'em? Are lasers (ie. beam weapons) in the works?

I don't believe Impy is a Pioneer dev (unless he goes by a different name here), but I am. Hi :)

So far we prefer the bolt weapons over beams because instantaneous beams are just instant death for anything you can keep under the crosshairs for even a fraction of a second, and there's not a lot of challenge in that. The bolts in their current state aren't ideal either though - we have a lot of tuning and balancing work to do still.
 
Ah cool thanks for the reply. I'll stick with it and try sharpen up a bit i guess.. i spent about a half hour the other night jousting with an attacker - and i know how to avoid jousts, or so i thought - i couldn't get on him tho, no matter what i tried he spent most off the time of in the distance, traveling orthogonal to my vector and only coming closer when zooming past at impossible-to-hit speeds.. i got one lucky hit, and maybe took one or two back, before quitting in frustration.


Lasers are so much better on every count IMHO - aren't plasma bolts as main weapons a bit of an unrealistic handicap? Why not just tweak the laser damage factors - at least then you still get the player satisfaction of scoring hits, even if they're just scratches. Whereas trying to hit a 20kms tank with marshmallows gets real tedious real quick... ;)
 
Ah sorry for the confusion. No not a Pioneer dev me. I just spotted more than a few lurking about these boards.
 
Ah cool thanks for the reply. I'll stick with it and try sharpen up a bit i guess.. i spent about a half hour the other night jousting with an attacker - and i know how to avoid jousts, or so i thought - i couldn't get on him tho, no matter what i tried he spent most off the time of in the distance, traveling orthogonal to my vector and only coming closer when zooming past at impossible-to-hit speeds.. i got one lucky hit, and maybe took one or two back, before quitting in frustration.

Jousting won't work - its deliberately designed that way.

If two identical ships with identical loadouts (because mass matters) go up against each other, then its pretty much down to piloting skill. The AI is slightly crippled (it would hit you perfectly every time if it wasn't), but you still need to know how to fly, which means all six thrust axes plus orientation (the AI will try to present the smallest cross-section possible).

When the ships are unbalanced is where it becomes interesting. If you're a small zippy fighter up against a hulking cargo ship, then he'll be easier to hit and easier to avoid. The tradeoff is that he probably has shields and can survive a buzzing mosquito, and probably has a bigger laser so if he does land a hit, you're dead.

Don't forget that you have missiles as well. Use them, they're highly recommended. But mostly, don't enter a fight you don't think you win. There's no shame in running away.

We've also got some new features coming down the pipes to make things interesting. There will be convoy that can launch defense fighters, and also there will be wingmen & formation flying. One-on-one fights aren't going to be all that common, at least in smaller ships.

We're also working on crew, but unlike Frontier's crew these will actually have skills and be able to do stuff. You'll be able to hire an ace pilot and get him to fight for you, which will probably improve your chances of winning unless you yourself are an ace pilot. Of course, you have to be able to afford him.

Oh, and larger ships will have turrets too, which also can be crewed. If you hire a gunner then you'll be firing a lot more shots per second, which improves your chances.

Of course we still have to finish and balance all this stuff. Its all in progress - these aren't just ideas.

All of this stuff is to make combat a small part of a wider game. It won't just be picking off targets one at a time. It will be as you'd expect - incredibly risky, but hopefully with rich rewards.
 
I was trying not to joust - and failing miserably! In retrospect i should've been carrying missiles, but as you say it's early days, and i was probably just too unskilled / impatient / unlucky to be basing an opinion on one fight..

The upcoming features sound amazing though, really looking forward to each and every update!
 
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