Newswire message borg

Feb 22, 2006 15:45 Newswire message borg
Since there's interest in an updated version I'll revamp it.
I don't recommend using the current version in a real game.

Heres some features for 2.0:
  • Ignore a specific user/groups of users
    Resizable window
    More noticable ally chat
    [/list:u:9578f1e82b]
    amongst others..

    Someone also mentioned a map overview feature but I'm debating if that would be better as a seperate borg itself (would update the namik map overview to use winbolo sprites and stuff)

    Please note any other features you'd like to see in this post.
    Thanks.
Feb 22, 2006 18:05 Re: Newswire message borg
jhood wrote:
Please note any other features you'd like to see in this post.


Jhood, please make a borg that uses voice-recognition software to accept verbal commands from the player. It should also be able to read the player's lips over a webcam, and track the movement of his eyes, which would of course be slaved to the LGM to enable the player to guide the LGM, and alter its course mid-way through a mission.

The tank itself obviously needs some sort of autoloading mechanism for the main gun. Not only would this increase the tank's rate of fire, but it would also allow the player to select different types of ammunition according to need: Discarding sabot rounds made of depleted uranium or tungsten for battling enemy tanks, high-explosive dual-purpose for destroying walls and hitting enemy builders, and thermobaric fuel-air explosive for gutting pillboxes.

I would also like to see some sort of rotary-wing aircraft support for winbolo, both in a close support and logistic role. Attack helicopters could reduce hostile pillboxes with laser-guided missiles far in advance of the player's tank, mark the dead pill with white phosphorous rounds to make it easier to find, and loiter over the area to prevent hostile pick-ups or rebuilds. Seabased heavy-lift helos could bring in more ammo and armor to replenish bases faster, as well as reinforce the player with additional LGMs. Assuming you had sufficient airborne tanker assets to give the helos a decent amount of flight time, your tank need never be at a loss for builders or bullets.

Of course, were the helicopters ever disabled, the ships of the seabase could move closer to shore and deploy the material by landing craft. This would have the added advantage of putting them within naval gunfire range of the enemy-controlled sections of the map, especially if the ship's projectiles were rocket-assisted, which of course they would be. Laser guidance for the naval shells would be provided either by the attack helicopters or by an LGM with a handheld designator hiding in the trees. If neither option was viable, the gunships could still derive a firing solution for unguided projectiles by examining radar images of the battlefield.

In addition to the lack of seabased rotary-wing support, I perceive a definite need for better defenses of the refueling bases. Too often it seems that they neglect the COMBAT aspect of combat service support! This could be rectified by equipping them with tube-launched, optically-tracked, wire-guided anti-tank missiles. Hostile tanks would be quite deterred from approaching such a position, a deterence that could be magnified by also giving the bases large-caliber mortars to prevent the enemy from using obstructions in the terrain to approach too closely. Naturally there would be an extensive network of unmanned thermal and seismic sensors to alert the base with sufficient warning time to deploy these systems.

Please implement these basic and badly-needed features as soon as possible.

CF
Feb 22, 2006 18:24
Please implement these basic and badly-needed features as soon as possible.

Ok, give me a sec..
Feb 22, 2006 18:24
Done, click here to download.
Feb 22, 2006 20:45 Re: Newswire message borg
jhood wrote:
Please note any other features you'd like to see in this post..


Hmm, other features I'd like to see in your post? How about a "CF Suxs" signature line. And a "InnocentVirgin is the greatest player in the history of the world." Hmmm, what else would I like to see in your post. Oh yeah, how about a nude picture of Jessica Simpson and of yourself.
Feb 22, 2006 20:55 Bot Features
Also, I know you didn't ask for this, but here are features I'd like to see in your borg.

1) 100% Crash Proof. So that it never causes the game to crash. Or at least, not more then once every 100 games.

2) Configurable Hold, "GO" messages with a third button for anything the user may include. I love the Hold Button, and I would like to modify what it says to suit the type of Hold I like to give. Same with the Go Button, I prefer to say "GET READY.........GET SET...........GO!" instead of the one labeled. Thus making it easily configurable would allow the user to customize the button.

3) A top-only option so that the borg window stays on top no matter what.

I look forward to your next version. You have a good idea going, keep it up.
Feb 24, 2006 13:12
Here is an idea for a simple stand alone brain.

A brain that does one purpose only: Makes a continous noise when someone new joins the game. There could be an option too that would ring the noise when a certain number of people join the game decided by the player (for example, 4, or 6)

This feature above could also be combined with the message borg. I just thought it'd be nifty and usefull to have a small brain whose only purpose would be to let you know when someone joins a game you're waiting for people. Once enought people have joined the game, the user could turn off the brain.
Feb 24, 2006 13:45
Hm, that just gave me some ideas for a stand alone application which might be a little easier to code and more flexible. It could monitor the winbolo.net active games page (or the tracker) to tell when enough players have entered your game, or possibly when enough players have entered any game alerting you to join it. I think I'll make this my next bolo project.

Elvis, is there an rss feed for the active games? I'll post over on the dev board about this...
Feb 24, 2006 18:29
innocentvirgin wrote:
A brain that does one purpose only: Makes a continous noise when someone new joins the game.


And when Fireice joins, it goes "Mayday! Mayday! Abort! Abort! Abort!"

CF
Feb 24, 2006 19:03
innocentvirgin wrote:
A brain that does one purpose only:


Apparantly IV wishes to allow, yet another portion of his brain to atrophy.
Feb 24, 2006 22:06 Re: Newswire message borg
jhood wrote:


Heres some features for 2.0:
Ignore a specific user/groups of users



^An absolute must for troublesome and annoying players - you know who you are... :D
Feb 24, 2006 23:22
Acro wrote:
An absolute must for troublesome and annoying players

Thought it would be helpful for most open games as well when theres too much static.

Innocentvirgin wrote:
I just thought it'd be nifty and usefull to have a small brain

Glad you see silver lining. Adding innocentvirgin's suggestions to the todo-list.

Looking forward to your program, Fermat.
Feb 25, 2006 00:31
when I built my messageborg, I simply made it so the borg ignores repeat messages that are identical. Doing that ment I would ignore most of the useless drivel newbs would spout becuase they simply hit send over and over.

Min
Feb 27, 2006 05:07
I'm working on that part of the code now and I'm finding the hard part is trying to figure out whats spam and what isn't. I will probably just end up adding an ignore feature on a per-user basis.