Difference between revisions of "User:Space Weasel"
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== Test Cases == | == Test Cases == | ||
− | [[User: | + | [[User:Space Weasel/test1| Test Case 1]] |
− | [[User: | + | [[User:Space Weasel/test2| Test Case 2]] |
== Newbie guide tidbits == | == Newbie guide tidbits == |
Revision as of 16:53, 1 June 2012
Contents
TODO
- Remove external links from [[maps]]
- Stub template
- Building template
- Make building template
- Make page for each building
- Convert current building page to building list and general building info
- Ship template
- Make Ship template
- NPC template
- Make NPC template
- Categorise pages
- Spoiler template
- Synchronize Wiki CSS with Fleet CSS (so green Fleet will have green Wiki elements)
- "OverLOAD: oooh... well... all the CSS styles are dynamically generated from /dyn.php"
- Replace absolute links with {{SERVER}}
- Change footer (http://www.mediawiki.org/wiki/Manual:Footer) with http://www.mediawiki.org/wiki/Manual:Hooks/SkinTemplateOutputPageBeforeExec to have Privacy Policy point at the Fleet PP, remove Disclaimers and add ToS, pointing at Fleet ToS
- Price/Value/Cost, pick one, change all the mentions on the wiki
Test Cases
Newbie guide tidbits
Explain the difference from being hit on shield/armour/hull
for eng gains, shield = 1x, armour = 3x, hull = 9x
to attack a different target on the same tile, just click it in the list on the left if they are non-grouping you can just pick the one you want
The mass of your ship affects your combat effectiveness same as the size of your ship does; flying around mostly empty will make you harder to hit.
Varian: So is there a general ship path people follow?
You can have multiple ships
kill missions always offer rank^2 influence for success / Package missions have a bit of variety, based on the pacage mission rank and the size.
Start with: "Don't let this be you:" [image of news, graduate, kills eel, dies to something nasty]
Then starters as in current guide.
Then advice on first days
Rank/Dis Influence Sum
1 0 0 2 11 11 3 26 37 4 91 128 5 266 394 6 635 1029 7 1306 2335 8 2411 4746 9 4106 8852 10 6571 15423 11 10010 25433 12 14651 40084 13 20746 60830 14 28571 89401 15 38426 127827 16 50635 178462 17 65546 244008 18 83531 327539 19 104986 432525 20 130331 562856 21 160010 722866 22 194491 917357 23 234266 1151623 24 279851 1431474 25 331786 1763260 26 390635 2153895 27 456986 2610881 28 531451 3142332 29 614666 3756998 30 707291 4464289 31 810010 5274299 32 923531 6197830 33 1048586 7246416 34 1185931 8432347 35 1336346 9768693 36 1500635 11269328 37 1679626 12948954 38 1874171 14823125 39 2085146 16908271 40 2313451 19221722
Skills on NPC template?
The damage range was already there before I started working on it. It can give an indication of what kind of damage to expect... which is useful, because the skill range (per skill) is a lot harder to datamine.
Once we have that, I'd be in favour of dropping the damage range as a stat. Because at that point the sidebar thing I'm making could take a player's skill from an input field or something, and can display an actual damage range based on the base weapon stat, adjusted by player skills and NPC skills-range.
You're right on the weapons stats .. better to have weapon templates, aswell. So having a pair of 10MW Herpaderp Laz0rs would require only the fields "weapon1=10MW Herpaderp Laz0r" and "weapon1number=2".
Weapon templates could probably get their data from an external source, like the database. I'll stick it on my todo list. :)
Alias for mw-collapsible
Alias collapsible
Same for mw-collapsed
The header | remains visible |
---|---|
This content | is hidden |
at first | load time |
Done
Keeping these are reminders to use them, myself.
- Notice template