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Non-fleet groups

 
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GLI
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PostPosted: September 3rd, 2010    Post subject: Non-fleet groups Reply with quote


[Previously on Development Updates]

Christian Knudsen wrote:
- Each faction has persistent fleets (a group of ships), except merchants and bounty hunters.


Maybe merchants and mercenaries could have their own ships' formations too?

CONVOYS
Right now player can meet single/lone merchants only. Yes, it is possible to encounter more than one at once but they're still "single/lone" merchants. Merchants could fly in convoys sometimes. I mean not only in missions but "randomly". Maybe such "convoys" could be able to hire NPCs wingmen (not only player). It could give more "life" to the game.

When the game will have persistent ships then merchants could be able to fly in a group of ships (convoy) from system to system. It could apply to "convoy missions" too:
- player joins convoy,
- player protects convoy in "present" system,
- player jumps as first ship to another system to make sure that "jump-in" will be safe,
- player escorts convoy as usually.

It could be connected to "Guild's Mission System" somehow. I mean if player will meet some group of merchants' ships then it could be highly possible that some mission is/will be available at Merchants' Guild. If player will not take such mission (escort convoy) then it could be possible that he/she will meet them in space as "random" encounter (possibly with other "wingman" e.g. NPC's Pegasus).

FREE SQUADRONS
Right now hunters works alone (on their own) except some missions (like "Join raid" and "Destroy capital ship"). Maybe it'll be good to make them part of "Global System of Enhanced Random Encounters" (like for Merchants)?

Just imagine that player will be able to meet them while they'll be going to some mission (e.g. gathering before "Join Raid" or "Destroy capital ship"). Maybe there could be "independent" combat situations? I mean missions at Mercenaries' Guild not taken by player could be made by NPCs.

PRE-FLEET GROUPS
Maybe hunters from "free squadrons" could fight with small "battle groups" of Pirates/Retros/Kilrathies too? I mean groups of hostile ships (like in "Destroy capital ship" mission) that are too small to be a fleet (but have one capital ship). They could be some kind of "a germ of fleet". You know, fleet must be "born/created" somehow.

Traits of "pre-fleet group":
- can't control systems,
- can attack player during "random encounter" but after some time only (maybe within some range and after some warning message; to prevent "sudden death" of unexperienced/weak player),
- can gather another "fellow" ships to became a fleet.

FLEET'S SUPPLY CONVOYS
Maybe fleets could have their own supply convoys? You know, they need at least missiles, torpedoes and repair nanobots. Such convoy could fly to a fleet and dock with them (at least with capital ships). Such function/option could give players new opportunities/missions: "Disrupt supply convoy to a hostile fleet". Fleets without proper amount of supplies could be weaker and easier to defeat.
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Iltsuger
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PostPosted: September 3rd, 2010    Post subject: Re: Non-fleet groups Reply with quote


Makes perfect sense.

I think supply and merchant convoys would be a direct outgrowth of the system that's already in place. There are already convoy missions, but they're confined to a single system. Seems natural to make more massive convoy actions across multiple systems. These could influence the market, influence ship production, that sort of thing.

They would likely hire pilots of ships that could adequately defend them, mercs perhaps, but they would be considered merchants for the purpose of alignment.
 

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ardiccari
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PostPosted: September 3rd, 2010    Post subject: Re: Non-fleet groups Reply with quote


I like the idea. There definitely should be player independent groups flying here and there. All these ideas require a lot of work to implement, but simple, loosely connected groups of merchants/hunters/retros/pirates should not be a big problem, and they would improve game immersion very much.
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Cthulhu
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PostPosted: September 3rd, 2010    Post subject: Re: Non-fleet groups Reply with quote


Quote:
FLEET'S SUPPLY CONVOYS
Maybe fleets could have their own supply convoys? You know, they need at least missiles, torpedoes and repair nanobots. Such convoy could fly to a fleet and dock with them (at least with capital ships). Such function/option could give players new opportunities/missions: "Disrupt supply convoy to a hostile fleet". Fleets without proper amount of supplies could be weaker and easier to defeat.

Sounds much like "Alien supply ship" from UFO, Happy
It would be very cool to see these features in the game, but it sounds like a lot of work.

I think the fleet needs food rather than missiles, as food will usually be what they use up the most.

But what I definitely think needs some "tweaking" is the guild missions in v0.7. They aught to include missions that have to do with fleets. It could be a new destroy fleet mission Heh, or just scouting mission, like, find fleet, get a scanner-lock, or something similar.
And after a fleet battle there can be a certain chance of triggering the commodity event:
"Hugh space battle, lots of space salvage at xxx."
 

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GLI
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PostPosted: September 3rd, 2010    Post subject: Re: Non-fleet groups Reply with quote


Cthulhu wrote:
Sounds much like "Alien supply ship" from UFO, Happy


Yes, I was thinking about this game. I learned word "supply" during gameplay back then... Wink

Cthulhu wrote:
It would be very cool to see these features in the game, but it sounds like a lot of work.


Well, it's "test field/proving ground" for future commercial game. It means hell of a work to do... Pinch

Cthulhu wrote:
I think the fleet needs food rather than missiles, as food will usually be what they use up the most.


I proposed to add "eating and drinking" but it could be a little bit too "hardcore" for some players (lat alone "coder")... Eeeee

Cthulhu wrote:
But what I definitely think needs some "tweaking" is the guild missions in v0.7. They aught to include missions that have to do with fleets. It could be a new destroy fleet mission Heh, or just scouting mission, like, find fleet, get a scanner-lock, or something similar.
And after a fleet battle there can be a certain chance of triggering the commodity event:
"Hugh space battle, lots of space salvage at xxx."


I'm afraid that next release of the game (v0.7.x) could "melt" my brain so I'm trying to "drop" as many ideas as possible to make it "cooler". Of course if the game will have some delay my brain could become "superconductor" in short time so I must watch out to not "overdo" with ideas... Lol
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Iltsuger
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PostPosted: September 3rd, 2010    Post subject: Re: Non-fleet groups Reply with quote


It depends on how fleets are integrated. If merchant fleets, for example, could be used with the same template that the other factions use, they wouldn't have to obey the same rules of course.

I guess the merchant fleet's going to be my new obsession, since I tend to do merchant oriented stuff most of the time anyway. The potential for missions and stuff is great. At the very least I hope convoys will be organized sort of like fleets, with system-to-system travel for increased pay.

Just hope they ban the tarsus from joining, though. Explosion boxes.
 

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Lexus
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PostPosted: September 4th, 2010    Post subject: Re: Non-fleet groups Reply with quote


I vote yes...
 

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