[SCRIPT] Overtune BBS V1.50 : Updated 19/06/2006

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What do you think of the current pricing

Poll ended at Sun, 27. Nov 05, 12:32

Its too cheap
11
31%
i think its about right
18
51%
it should be cheaper
6
17%
 
Total votes: 35

Cycrow
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[SCRIPT] Overtune BBS V1.50 : Updated 19/06/2006

Post by Cycrow » Mon, 21. Nov 05, 13:56

===========================================
Name: X3 Overtune BBS
Version: V1.50
Author: Cycrow
Updated: 19/06/2006
===========================================
Includes German text files - Thanks to Mailo
Includes Russian text files - Thanks to RU4PT
Thanks to al_main for writing some BBS texts
===========================================
:arrow: Download Script Package: Download : Mirror
:?: Bugs: Report any bugs you find here - Just select the script from the project list on the right
===========================================

Installing:

To install, you need the XScript Installer from Here

===========================================

V1.50
* Added hull damage when shields are depeleted
* Added random damage when overtuning
* Fixed displaying of Unknown object instead of mechanics name

V1.41
* Added more varried BBS texts

V1.40
* Adding shield draining when too fast

V1.21
* Fixed pricing of overtunes

V1.20
* Increased price each time you add tunnings to the same ship
* Fixed pricing to be dependant on ship
* Added Rudder tunnings to BBS

V1.10
* Slightly increased lower bound of tunings
* Changes pricing scheme

===========================================
Thanks to al_main for writing the BBS text's
===========================================

Script:

This script adds a random occurance on the BBS to allow you to overtune you ship
occasionally you will see this on the BBS, the cost depends on the ship to add extra tunings to you ship to make it faster
The price is roughly half the price of you ship and will cost more for each tuning you put on the ship.

It also adds Random occurance to the BBS to optimise you ships rudder to make the ship more manourvable.

Its best to do it when the ship is already fully tuned, so it will go faster than is usually possible for a ship
the occurance of this BBS message can be quite rare.

If you overtune the ship too much, it will start to use you shields energy to maintain its speed.
This can be disabled in the Artifical Life Settings.

If you shields are depeted from traveling to fast, it will start to cause hull damage
This can be disabled in the Artifical Life Settings.

When overtuning, the mechanic can sometimes make a mess of things
a few things can happen.
1. The ship doesn't get overtuned, but you still pay
2. The overtuning damages part of your hull
3. Your weapons or shields could be permantly damaged
4. goods in your cargo hold could be damaged
This can also be disabled in the Artifical Life Settings.

===========================================
Last edited by Cycrow on Fri, 18. Jan 08, 20:42, edited 14 times in total.

999-JAY-999
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Post by 999-JAY-999 » Mon, 21. Nov 05, 14:17

OH MY GOd...this is TOTALLY BRILL..... Great addition.

:thumb_up:

(plus its BBS too..... we need more BBS content....EXCELLENT)
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Baleur
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Post by Baleur » Mon, 21. Nov 05, 18:46

Its not Brill, its BRILLIANT =))
Very nice idea & script!
Havent had it happen for me yet, but how much does it cost? Do you pay for each step or is it a fixed tune up you get?
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Britich
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Post by Britich » Mon, 21. Nov 05, 22:23

woot

Cycrow
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Post by Cycrow » Mon, 21. Nov 05, 23:21

it costs a fixed fee of 600000 and installs around 50% of the max tunings

so if a ship can have say 20 upgrades, it will install an extra 10 on top
of course you can do it as many times you want with the same ship

Baleur
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Post by Baleur » Tue, 22. Nov 05, 07:25

With no....... no limit?..... :twisted: :twisted:
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Sandalpocalypse
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Post by Sandalpocalypse » Tue, 22. Nov 05, 07:49

a little too powerful and nonadaptive imo, but hey, it's not like you're forcing me too install it! 8)

Cycrow
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Post by Cycrow » Tue, 22. Nov 05, 08:43

well, in the new version im gonna make it so the more tunings you put on will decrese hull integrity and cause damage to the hull over time
but i've not got round to putting that in yet
:)

hox
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Post by hox » Tue, 22. Nov 05, 12:08

great idea ;) Its should cost more though imho

Cycrow
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Post by Cycrow » Tue, 22. Nov 05, 12:27

well the price is temporary, i havn't decided on a suitable price yet

Droflek
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Post by Droflek » Tue, 22. Nov 05, 12:30

I think losing 5% of the ships maximum hull for each tuning and 5% of the energy output would work with this rather than DOT. Even better would be a 1.5x or 2.5x multiplier for the decrease for each usage, so the more you add, the steeper the decrease.

Increasing the max speed of an M3 to the speed of an M4 would give the ship roughly equivalent HP and Energy.

xeon_1
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Post by xeon_1 » Tue, 22. Nov 05, 12:56

ore you could make it like this

the ship keep its maximum speed with full hull,shields and energy

but when you activate the overtune it divertes a portion of the ships power (weapons and shields) to the engines

but if you use it for to long the hull will start decrease beacause of the added stress on it

and at a certain point if you use it to long the ships reactor will overheat and it normaly shut's down the ship systems so you are defenceless
but you can choose to override this save gaurd with the risk the reactor goes critical and destroyes your ship

999-JAY-999
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Post by 999-JAY-999 » Tue, 22. Nov 05, 13:32

Great ideas above !

Like some added Warp engine add on eh !!!!....

'The engines can not take it captain'....'shes gonna blow I tell ya!'
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Post by Cycrow » Tue, 22. Nov 05, 13:50

sounds good, but not sure if its possible
not sure it you can actaully control the energy of the ships via the script editor

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Post by 999-JAY-999 » Tue, 22. Nov 05, 14:31

Its hard to govern a price, until the consequences have been finalised when using such an add on.

I suppose the greater the consequences for more speed by having it disable or reduce other key areas would therefore not necessary mean this should need to be highly priced to begin with.

But if you gain more than you loose by utilising its abilities for its greater speed then one should certainly pay a handsome price to obtain it.

Perhaps with things like this as well as the opportunity to purchase this at rare occasions in game there could be a special mission whereby we could earn it on completion instead…. I recall reading a post about how in ELITE one could do special missions to obtain special equipment for ship use.

Possible idea?
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stevecs
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Post by stevecs » Tue, 22. Nov 05, 16:35

I think the price should be modified based on the type of ship that you have. If it's a M1/M2 then it should be MUCH more expensive. If it's a M4/5 it's kind of pricy. M3 it's about right maybe a tad more for a M6. as for TS/TP/TL? probably the same thing base it on cost of the ship like 10% of the base ship cost or something.

DemaeRamen
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Post by DemaeRamen » Tue, 22. Nov 05, 20:24

Just an odd thing. When I installed this one the t-file asked if I wanted to overwrite.

Is that normal? Or does this script share the t-file with another of yours?
Always welcome! Cheap and filling!

Icecola
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Post by Icecola » Tue, 22. Nov 05, 20:39

DemaeRamen wrote:Just an odd thing. When I installed this one the t-file asked if I wanted to overwrite.

Is that normal? Or does this script share the t-file with another of yours?
Noticed the same thing. No problem thou, since the overdrive t-file is actually bountyhunter t-file + overdrive lines added to it.

Now the price...well, seems ok for m3 and because I consider this a "cheat" with price tag I can use it. Maybe just one timer per ship? Or concurrent tune ups should be way more pricey?

The idea being more expensive for m6 and TL/M1/M2 sounds good, like stevecs allready mentioned.

Cycrow
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Post by Cycrow » Tue, 22. Nov 05, 20:45

yeah, the t files are the same for all my scripts so overrighting them will be fine as they all contain the same data

DemaeRamen
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Post by DemaeRamen » Tue, 22. Nov 05, 22:02

Got you.
Always welcome! Cheap and filling!

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