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<title>Latest posts for the topic &quot;Coder Tree Improvements&quot;</title>
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<title>Coder Tree Improvements</title>
<description> After a very nicely written OSOTLG and a very good update for Proxy Masters, I thought it was finally time to throw out a wish list of sorts for the coder tree.&lt;br&gt; &lt;br&gt; -&lt;b&gt;Block Tactics and 1 damage.&lt;/b&gt; &lt;br&gt; Many sims will do a code nuke or tomo nage in interlock, only to do 1 damage because they were on block tactics, any way to remedy this would be awesome. (Yes I&amp;#39;m aware that might mean Tengu might no longer do 1 damage Tomo&amp;#39;s ^_^)&lt;br&gt; &lt;br&gt; -&lt;b&gt;Interlock vs Free fire. &lt;/b&gt;&lt;br&gt; Especially now with the variety of Proxies, having the ability to tell your sim &amp;quot;interlock this person&amp;quot; or &amp;quot;stay in free fire&amp;quot; is a crucial tactical decision we currently don&amp;#39;t have. Right now the best way, it seems, to get a sim out of interlock is to put him on passive and try to get him to follow you. In the reverse situation, if I want my sim to interlock, I will literally either drag an npc/player near it, or the sim near the opponent and then click on aggressive and attack that person targeted. Neither situation guarantees the desired result.&lt;br&gt; &lt;br&gt; -&lt;b&gt;Puppet Abilities&lt;/b&gt;&lt;br&gt; The next evolution in controlling your sims. Imagine if you will, having a sim and his abilities showing up on your ability list, and thus, put them on your hotbar. Now you have ultimate control of your sims tactics. It&amp;#39;s a lot of multi-tasking yes, but man how sweet would it be as a utility master to tell your sim to give out a specific upgrade or a proxy master who could have his rifleman root their prey. An ability to turn off &amp;quot;auto-AI&amp;quot; and give the master true manual control over his simulacra.&lt;br&gt; &lt;br&gt; &lt;b&gt;-Absorb Sim, Drain Sim, and Detonate Proxy Rework&lt;/b&gt;&lt;br&gt; Rather than having to target your sim and cast these moves, simply make it passive cast ability, similar to activating daemon boosts or proxy technician.&lt;br&gt; &lt;br&gt; -&lt;b&gt;Make Your Own Sim&lt;br&gt; &lt;/b&gt;Rather than trial and error, allow coders the ability to choose precisely which class of sim they want it to be.&lt;br&gt; &lt;br&gt; -&lt;b&gt;/Codestructs&lt;/b&gt;&lt;br&gt; In addition to listing the titles of what you can code, list the gender, buffs and descriptions, difficulty and perhaps even the cost and/or bits/frags required.&lt;br&gt; To help narrow down what you&amp;#39;ll save in your chatlog (or perhaps have it generate it&amp;#39;s own .txt file) add a syntax to the command to narrow down the list.&lt;br&gt; Examples&lt;br&gt; /Codestruct Tools ProgramLaunchers which would list program launchers, their descriptions/buffs, difficulty&lt;br&gt; /Codestruct Consumables 40 which only lists Consumables level 40 and higher difficulty to make, their buffs and difficulty&lt;br&gt; /Codestruct Apparel Pants 53 M which only lists male pants 53+ difficulty </description>
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<pubDate>Fri, 17 Nov 2006 16:42:25 GMT</pubDate>
<author>Dagonet</author>
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<title>Re:Coder Tree Improvements</title>
<description>/sign&lt;br&gt; &lt;br&gt; love the new sims, but now they could be &amp;quot;t3h ub3r pwnerer&amp;quot;&lt;br&gt; </description>
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<pubDate>Fri, 17 Nov 2006 16:47:06 GMT</pubDate>
<author>bannanaphone</author>
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<title>Re:Coder Tree Improvements</title>
<description>Yes sorry I didn&amp;#39;t say it before, GREAT JOB SO FAR ON GIVING THE CODER TREE SOME LOVIN!&lt;br&gt; Just hoping to ride on some of the momentum to improve the tree even further ^_^&lt;br&gt; &lt;br&gt; &lt;u&gt;Things so far that kick *CENSORED*&lt;/u&gt;&lt;br&gt; 6 Discipline Specific Proxies&lt;br&gt; Patcher Sims giving buffs&lt;br&gt; /frags&lt;br&gt; /bits&lt;br&gt; IS cost reductions/normalization across the tree&lt;br&gt; Now a viable option in PvP, especially for defensive purposes.&lt;br&gt; </description>
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<pubDate>Fri, 17 Nov 2006 16:51:58 GMT</pubDate>
<author>Dagonet</author>
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<title>Re:Coder Tree Improvements</title>
<description>&lt;p&gt;I would like my sim to not get deactivated when I disable a sim ab that is not a prereq for the one I have made.&amp;nbsp; Today I unloaded proxy master portion that deactivated my nuker and caused me to flag due to a hostile player nearby.&amp;nbsp; It is absolutely rediculous this hasn&amp;#39;t been fixed yet and even more so it caused me to flag.&amp;nbsp; I don&amp;#39;t expect overnight changes, but this bug has been around for a while now.&lt;/p&gt;&lt;p&gt;MrMatador&lt;/p&gt;</description>
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<pubDate>Fri, 17 Nov 2006 16:53:30 GMT</pubDate>
<author>MrMatador1</author>
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<title>Coder Tree Improvements</title>
<description>&lt;cite&gt;Dagonet wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;... -&lt;b&gt;Puppet Abilities&lt;/b&gt;&lt;br&gt; The next evolution in controlling your sims. Imagine if you will, having a sim and his abilities showing up on your ability list, and thus, put them on your hotbar. Now you have ultimate control of your sims tactics. It&amp;#39;s a lot of multi-tasking yes, but man how sweet would it be as a utility master to tell your sim to give out a specific upgrade or a proxy master who could have his rifleman root their prey. An ability to turn off &amp;quot;auto-AI&amp;quot; and give the master true manual control over his simulacra. ...&lt;br&gt; &lt;/blockquote&gt;&lt;p&gt;For the most part I think you have some interesting ideas. This one though concerns me. It&amp;#39;s akin to casting an ability to open up an additional tree&amp;nbsp;for your use which would bring in a rather unsavory imbalance. Those who have normal access to those tree&amp;#39;s spent time info etc in getting them and are stuck with them. The Advantage you have to summon &amp;quot;friends&amp;quot; with specific tree&amp;#39;s at will on top of giving your oppoenents secondary targets seems rather nice. But then giving you control of that sounds akin to simply giving you access to a tree of abilities you are not normally allowed to load at the same time due to normal limitations.&lt;/p&gt;&lt;p&gt;&amp;nbsp;The pain in the *CENSORED* associated with organizing your hotbar is not really a good way to balance the system, even though you would have to load them everytime you summoned the sim. There is of course the option to simply keep the action window open or more intelligently, create macro&amp;#39;s.&lt;/p&gt;&lt;p&gt;But I would LOVE a way to export my code library!&lt;/p&gt;</description>
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<pubDate>Fri, 17 Nov 2006 17:52:38 GMT</pubDate>
<author>Sidoen</author>
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<title>Re:Coder Tree Improvements</title>
<description>I definately agree more control is needed over our simulacra.&amp;nbsp; Interlock controls are needed, as well as more control over the Patch Daemon&amp;#39;s intended target for buffing.&amp;nbsp; There are some good ideas here, but the puppet abilities suggestion might be going a bit too far.&amp;nbsp; Sidoen is right that this could ultimately just imbalance gameplay.&lt;br&gt; </description>
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<pubDate>Sun, 19 Nov 2006 16:10:57 GMT</pubDate>
<author>Frostbit</author>
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<title>Re:Coder Tree Improvements</title>
<description>More Nukies would be awesome (Network Attacker, Revenger, Ballista, Howitzer and Destroyer)&lt;br&gt; &lt;br&gt; and maybe a new &amp;#39;Team Patcher Demon&amp;#39; with Trauma Surgeon and Force Multiplier load ^^&lt;br&gt; </description>
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<pubDate>Tue, 21 Nov 2006 02:44:36 GMT</pubDate>
<author>Devaude-TGS</author>
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<title>Re:Coder Tree Improvements</title>
<description>&lt;p&gt;&amp;lt;3!&lt;/p&gt;&lt;p&gt;Though it would take alot of work to repro.... :/&lt;/p&gt;</description>
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<pubDate>Wed, 22 Nov 2006 05:30:25 GMT</pubDate>
<author>Sphairo</author>
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