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Kurock

Alpha Team Vanguard
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Posts posted by Kurock

  1. The skill system is how new elements could be introduced into the game. It takes time to learn a new skill, so it won't be instantaneous, and the skill would allow a player to be able to create a blueprint for that element. 

     

    But during that "learning time", explorers might find some blueprints by, well, exploring.

     

    That said, maybe as a later expansion, a research station element could be added that can extract/discover technology (blueprint) from artefacts found through exploration, rather than having exploration give blueprints directly.

  2. I am very happy to have more builders join the community.

     

    A quick warning that large constructions won't be possible without at least a few people helping out.  At least not in any kind of acceptable time-frame.  I suggest looking for an organisation with similar interests.  Eventually all our DU dreams will take flight.

  3. Some excellent suggestions so far...

     

    Medical Officers

    To keep a crew mentally and physically healthy, this role might extend to preparing stim-packs (or other medical paraphernalia of your choice) as well as perhaps enhancing the refresh speed of rez-nodes.

     

    Cyberspace Security Specialists (aka Hackers)

    A specialization of the scientist mentioned earlier, instead of just scanning, the hacker might be able to prepare malicious programs and defenses against such programs that might negatively affect a ship.  Direct access would make any such malicious programs easier to inject, especially direct access to a core.  With this combat between ships could be fought on multiple different levels: pilot/gunner vs pilot/gunner, scanner vs counter scanning, hacker vs security engineer.

     

    Keep them coming :)

  4. There are other topics about whether a single crew-member should be able to fly a large ship here and here. This is not about that. This topic is more about what actions a crew could make to benefit a ship over what a single person could do.  These are... 

     

    Things You Could Do On A Large Multi-Crew Ship

     

    The design idea is as follows: Players can "do actions" on specific elements to improve the effectiveness of a large ship. A single person would *not* have penalties to flying the large ship, but neither will that single person be able to activate all the different actions at the same time nor with the same effectiveness as a crewman skilled in a specific area. Let us assume that for a small single-seater ship, the option to activate these bonuses do not exist due to their complexity i.e. the extra manned bonus only comes from a bigger guns/engines/power source/scanner etc.

     

    Character Roles

    I will split the different actions by crew-member roles. Any crew-member can fulfill any role, though having certain skills will make that crew-member much more effective at that specific job.  In smaller ships, some roles could be combined while in larger ships, multiple crew-members could fulfill the same role. 

     

    Pilot

    The helm of a ship is one of the few mandatory parts every ship needs. A pilot already has a very active role simply steering the vessel, which could easily require both in game skill investiture as well as player skill.  So what "extra" actions could a pilot make? Specific maneuvers comes to mind (barrel roll anyone?). But rather than dictating specific maneuvers, the turning speed (roll, yaw and pitch etc) could be reduced allowing for the pilots to come up with their own maneuvers (of course the effectiveness also depends on the ships design).

     

    Engineer

    This role has more options to tinker with the inner workings of the ship or repair the ship directly.  For example routing more power to shields, guns or thrusters giving them a small boost in effectiveness, recharge time or speed. Perhaps the Engineer could push a reactor past its normal limits to provide an extra boost, but at a chance of shutdown if not managed correctly (like the extra power is not used within a specific timeframe). This topic gives quite a few more suggestions.

     

    Gunner

    This role is no surprise.  A turret just works better with a player actively aiming and firing it. What about when the weapon is not being used during combat, such as when the ship is facing the wrong way? How about a preparation load action that allows a second shot to be fired a little sooner than it otherwise would?  If the game had large fixed weapons that could only be aimed by the pilot by pointing the ship in the correct direction, then the gunner could man one of these to allow a bit more leeway in its aiming. 

     

    Navigator

    Keeper of the star-maps, maker of navigation way-points (how else will the pilot know where to point the ship to).  A navigator would not only plot a course but also actively update the course as new information becomes available from scanning.

     

    Scientist

    Scanning and analysis is the scientists role.  Detecting something (like a large amount of iron on a nearby asteroid) needs to be analyzed by the player (with skills giving valuable clues) to discover if that iron is just an iron deposit or if it is actually a potential enemy ship made of iron.  Actively scanning opponent ships to pinpoint weaknesses as well as jamming opposing scans could be an interesting interplay all on its own.  The scientist could decide to do targeted or general scans with the targeted one covering a smaller area but delivering more accurate information. A large ship could even have multiple scientists, one monitoring deep space scans and another running close space scans.

     

    Captain

    The captain of the ship already has a massive job to make all the best decisions based on information given to him by his crew. And who doesn't want a large fancy captains chair? A captain sitting in his chair might be able to boost a single action of another crew-member a little as chosen by the captain. Of course only one such boost could function on a ship at a time, because there can only be one captain. This is a great way to have the captain contribute mechanically (even if only a little bit) and to shore up a role that the ship might otherwise be lacking.

     

     

    What other things do you think would be beneficial to do on a multi-crew ship?

     

    Edit: This post inspired by Starfinder which I played over the weekend.

  5. Cities will form as hubs for commerce, industry and protection.

     

    The City of Emberstone has been planned for a long time.  It will be created as a neutral city, for the benefit of the community.  Everyone is welcome.

     

    Edit: This entire topic should probably be in Arkship Pub part of the forums.

  6. I don't see defenders spawning behind an attacking force as a problem since it takes preparation and coordination to even make it feasible. If they pull that off, kudos. (Each account has three characters to play with, this could be a use for those extra ones characters).

     

    With nanopacks, I am not so sure there will be much issue with weight so the second scenario seems more likely. But if a persons pack is limited then while possible, this is simply not as efficient as having a large cargo container.

     

    The biggest issue with making suggestions is that we cannot know the full picture of all how all the mechanics interact with each other. It's all guess work and very easy to raise "what if" counter scenarios. It is less a case of 2b or not 2b but whether the "invisible stowaway" is a problem at all. That said, theory-crafting is always fun so keep the suggestions coming ;) 

  7. If you log out on a construct you will log back in on that same construct. This is great because the Internet is not always stable with disconnects happening at any moment. 

    But why is this abusable? Jump onto any construct and log out. Now that person can be taken anywhere that construct goes and is undetectable. An invisible stowaway which could just be hitching a ride or have more nefarious ideas.

     

    The first question is does this warrant adding some mechanism to prevent the invisible stowaway problem? The 95% case is one where players have the right to be on the ship so is it really a problem? Adding a mechanism, no matter how small, takes away from dev time in which another feature could be built.

     

    But, for arguments sake, let's say it *is* a problem so how could it be "fixed" to add gameplay opportunities rather than removing them?

     

    1) No rights, no logout. RDMS dictates whether logging off is allowed on the construct. If not, the person is shunted into the planet (or space) outside the construct. This doesn't switch off stowaways since a hacker could get around the RDMS (potentially), but it does make it much more difficult for long hauls since they player must be logged in the entire time.

     

    2) Detection. Part 2 and 3 are meant to be used together.

    a) Make them visible. After logging out a hologram (or ghost) of the player is left behind. Perhaps this could be for a short amount of time before 2b needs to be used.

    b.) Make them detectable. A special hand held or construct wide scanner could be used to give a count of ghosts and eventually, though gameplay, pinpoint them. Think of this as the stowaway trying to hide, perhaps this could get bonuses from stealth skills to hide and likewise the scanner could get bonuses from scanning skills to detect.

     

    3) Action after detection. After detecting a ghost using 2 above, what can a person do about it?

    a.) Nothing. Being able to do anything to stowaways is abusable in its own right.

    b.) Move em. The owner of the ship (with the correct rights) can boot the ghost out of the construct. Potentially into space. This is potentially a death sentence.

    c.) Kill em and be done with it. They won't stowaway on your ship again.

    d.) Confinement. A holding area could be placed on larger constructs. This is not imprisonment: A person could still shoot their way out or kill themselves. It does serve as a way to give the stowaway a chance to have a talk first.

     

    My personal preference would be 2b and then the ability to choose any of the 3's in a case by case basis.

     

    What would you choose?

  8. Firstly, the main contributors to the wiki should and do have the most say, since they are the ones actually putting in their own time to create the content.  So hats off to you.

    Secondly, mentioning orgs in a game wiki is a slippery slope, when does it stop being factual and accurate and start becoming just another form of advertising?  Even cities may not be there forever. Orgs come and go and constantly updating a wiki to remain up to date seems a tad unnecessary.  I am sure there will be another site dedicated to the current galactic/political map of the game.  

     

    That said, org game mechanics should definitely be in the wiki, but mentioning specific orgs, I feel should not be.  This is my opinion and I don't hold it against others if they have a differing one ;) 

  9. A long time ago there was a post about Emotes.  This suggestion builds on that: An element (existing or new) that can detect when an emote has occurred within a definable area/location.

     

    But what use could such a detector have? Sure, saluting a door to have it open is funny the first few times but let's take it a bit further. How about showing a warning on a screen when someone gestures rudely? Or using a combination of gestures to open a container? Or a drink pops up at the bar when someone waves? Or making a in-game game called Emote Emote Revolution? With LUA the possibilities are limited only by your imagination.

     

    DU you have more suggestions of what could be made with an emote detector?

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