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cnc-eco's Issues

Add ingame account to user account after registration

It's realy important to have a secure way for adding a cnc:ta ingame account to an cnc-eco acount.

A good way would be to send the user a auth key inagme. The steps could be

  1. Register to cnc-eco
  2. Install script and update game data ingame (time 5min)
  3. Add username on cnc-eco and add a world after "refresh worlds"
  4. Generate acces key on cnc-eco
  5. Request acces key ingame (fetch key for user/world, user see key via whisper) (time 2min)
  6. copy paste key to cnc-eco
  7. finish

Selected slot after DnD

Selected slot after DnD should be the field where a "slot" has been dropped, not the other one

Dragable buildings

Buildings (in Base) should be dragable to move them to other places in the grid

Save base

Story: The user should be able to save all bases inside the UI/in his Account for later.

Reason: Bedder organisazing ofc but also this follows the prediction feature. That way people can test the best lvl for theire buildings and save the result for later!

Premium: Technically he can save bases allready via generating a sharing link an save this where he want so this feature has a good potential to become only available for premium.

Fremium: The user can save a certain amount of bases for free to test the feature and get used to it.

Tech:

  • A box with a save button and a list of saved layouts
  • each layout has a delete (trash) icon showed on mouse over item in a light grey with opacy and become red on mouse over icon
  • "All" button for "saved layouts" page where hew can organise this saved layouts like in a trello board and he can gives each coulumns custom names

Styling:

  • Animate shadows on hover over a saved layout with brand color in shadow
  • new items has growing width/height from 0 positining in the middle of his end place
  • deleted items are either oposite to new or "flow" to the place where the delte trash icon is

Goal: replace cnc opt

It is one of the main goals of cnc-opt to replace cncopt.com after most Browser stop supporting flash.
While huge components are allready implemented there a lot of small/medium topics still missing.

This issue will a place for collection this topics and generating a way to reach this goal.

A way to start is to check cncopt.com and write down all the stuff cncopt includes and sort this it according to what's neccesary

Demo Game

Daten

  • wachstumsraten von prod, costen anschauen,
  • übernehmen und zahlen ab basiswert selber ausrechnen
  • unterschiede analysiren, müssten im % bereich liegen
  • Konzept übertragen
  • Armee Einnahmen wachstum steht auch fest, avtl. aber an ein kris haltiges layout mit gutem upgraden anpasen

###Layouts

  • spieler kann bei reset neues layout auswählen
  • spieler kann neue Basen gründen und dann neue Layouts bekommen
  • layouts kommen vom server
  • layouts sind in drei kategrien: kris, mid tib
  • score für die jeweilige Höhe der tib/kris werte der layouts
    • daran die auswahl der vorschläge treffen
    • score kann sich erhöhen
    • score erhöht sich durch reset der basis u/o durch zukaufen Premium

Basis gründen

  • spieler bekommt Credits durch prod
  • fp kommen durch armee

Handel

  • Spieler kann Tib/kris verschieben in Basen

Produktion

  • Cash/FP sind account übergreifend

Armee

  • spieler kann man armee gegen kosten upgrade
  • upgrade bringt mehr einnahmen, höhere upgrade kosten
  • Armee kann erst bei BH X gekauft werden
  • Armee startet bei lvl 12
  • Einnahmen sind tib, kris, credits, fp
  • höhe wächst %
  • Basis werte hängen von ingame daten ab (TODO), ab lvl 12
  • Schlüssel nach lager, VP, basen
    • ergibt unterschiedliche verhältnisse von tib, kris, credits, fp
    • jede resource hat ne kleine variance
    • lager sind günstiger, 1er kosten
    • VP geben mehr FP, 2er kosten
    • Basen geben POI Bonis, sehr viel mehr VP, 5er kosten
  • Einheiten können via Cresdits/FP upgegraded werden

PVP

Interaktive Karte

  • Spieler haben Positionen
  • Basen haben verlege Zeit

Kampf

  • Angriffe benötigen Distanz abhängig Zeit und beide spieler können einsehen wann die ankommen
  • Angreifer kann Ressourcen erbeuten, % von dem was rum liegt
  • Ergebniss hängt von def und off ab, varianz
  • Angriffe verbrauchen repzeit
  • Verteidiger kann resis punkern

short urls over server

the Url is right now direkted to the Browser directly. If the ingamge script post with data from the user (thats maybe difficult) than every layout could be saved. That would be usefull width data like world, name, alliance, coords, bases for nice statistics. the server than redirects to the sortend url included for the url in the adress bar und the base data directly included for one less way to the server the componten is doing right now.

lvl from building goes <1

The level of buildings smallest number is 1 (01) and not 0 (00).

Schould be easy to fix as there is allerady the functionality for lvl <= 65

Add test enviroments and some critial tests

Hopefully https://www.cypress.io/ is usefull for this.

Important tests

Test the resource calculation

Its critical that this is always correct. Use some hand generated data and check if the outcome of diffrent bases is correct

Test add/remove/lvl buildings

There are quiet a few ways for user to do this and a lot of places where. At least the critical places and interactions, like first/bordered squares, leveling via "numbers" and +/-

Army + Defens

the data are allready included, but the visualisation is missing.

Defens, and than army, will be placed under the base and get there own menu like the base.

Todos:

  • check if the way offense lvl is calculated is "open" and could be also implemented - that would be a nice way to find out witch unit is best to upgrade lvl.
  • add a" x/n unit placed" info and calc n from base. Add a extra component to prevent rerender of the hole arme/defens area. Maybe .filter is possible, maybe its perfomance cruitial

Premium Price and Content

The Main Idea is that some players a willing to pay a lot and many player a little.
There are all kind of possibilitys how to knit together feature and price.
The 2 main ideas for subscription are:

  • buyable packages have diffrent terms with discount for the longer one
  • buyable packages have diffrent content

This is an old prica matrix

1 3 6 12
1 5,99 4,99 2,99 1,99
3 14,99
6 19,99
12 24,99

In case of some features are targeting the "alliances"

Potential Feauters for premium:

  • Save layouts
  • See Allianze Member bases
  • Share hole account/world with others

Production calculation

Implement right calc of produktion

Todo:

  • Test against Ingame/cncopt calc (should be allready be the same)
  • check the power plant production/problem (are only the cost are missing or also the production?)
  • write test for production and costs where the testdata comes from ingame/cncopt

Income through army

With the script of Stricker (ask him to get the source code) it should be easy to read out the history of attack reports.

Some Idees:

  • timeline with income of cris/tib via day
  • show costs cp/rep somehow
  • add legend with missing cp (deleted reports or unused cp/rep)
  • show actitity (time when user is active/shooting most)
  • seperate PVP, Camps, Outpost and Bases
  • a ally leader should easly see how the player perform andd how many cp/rep they spend to bases
  • these feature could be under a paywall, an alliance leader can only see these people who ara paying and ofc people can pay for other (ally) member

More OBH Rights

If the one who is getting the alliance data a OBH or offy he can get to each player there data inside the app. With a link he come to an Url '/player?name ' and with the name the data get loaded from the store. only allowed (s.o.) get with the security on the server the players data in her state. Implemented with the existing code.

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