Re: [WIP] Life in the Frontier OXP
Posted: Mon Dec 19, 2022 10:41 am
Table of Contents for this Thread
(Key: + indicates a more recent addition, below this ToC)
Original Battleplan (3 posts) with additions for possible v.2.0 & v.3.0
Station Geography
Coriolis Stations
•Coriolis Interior: Phantorgorth's Sketches/descriptions after ToC
•Coriolis Interior: Lore descriptions
•ML's response re size/accessibility
Dodos
•Dodo size & accessibility
Icos
•Ico population & accessibility below Dodo
Rock Hermits
•Varieties & internal locations (mining bases, smuggler's dens & pirate coves)
•Pirate coves
•Non-oxygenated RH's - musings on Limbo's suggestion
Rock Hermit Lounges
•HoloStims & activities
Ideas for handling maps
•Rough guide or programmed under Complex changes
Factors affecting Stations
•Species at bottom of post
•Govt type and likely businesses at bottom of post
+Govt type and effects on station architecture/encounters/events
•Communist Systems
Individual Systems
•Digebiti
+Lave
•Zarece
Musings: I suppose that the priorities should be the first systems a new player would visit: Diso/Leesti/Riedquat/Reorte & Zaonce/Tionisla/Isinor. Diso & Leesti are not in the Rough Guide.
Individual Locations inside a station
Bars & Restaurants, Food & Drink
•List of names, random generators
•Descriptions of Bars (Jameson's ad)
•More Musings about pubs
•Individuation by decor/collections/clientele/drinks
•Description for inclusion
Bookshops
•Bookshops with links to books
•Books (Intro to Cheesy Wotsit)
•Books (Cheesy Wotsit, Elements of Plumbing, Manetho & Euclid)
•Books (cim's Ship's Manual on sociology & history)
•Books (Combat Manoeuvers)
Churches
•Witchspace Lobster
•St Giles with extra added blue cheese
•Randomius Factoria, Happy Eye, Zenarchy, Black Monks of St Herod
•Waterlogged Witchspace Lobster variant for aquatic worlds
Government Offices (People's Palace, Viceroy's Palace etc).
•Govt Offices - what do they do?
+Govt Offices - different names and guards
•and see Factors affecting Stations: Communist Systems above for list of tourist office museum contents and notes on where they might be
+Different names for different systems and their corresponding guards
Stationmaster's Offices
•Location depends on Govt system at bottom of post
Other venues
•List under simplest changes
Random Encounters
•Random encounter generators
•Edited & expanded random encounters text
+Thinking about Encounters
Ancillary Considerations
•Station populations
•Slot Machine/Fruit Machine/One-armed bandit (links to free code)
•Using the ship's mediStim bay This might be better done via a separate .oxp
•Musings on a Docked HUD for LitF
•ML's response re Docked HUD
•Major issue of F3 shipyard activity downtime being lost for LitF purposes Might this need a vanilla code tweak?
+Sounds (bottom of post)
+Phkb on integration with other oxp's
+Flying Dutchman oxp's premature bar visit
Old ideas
Some further goodies from the thread above:
Mohawk's bumping into someone you interacted with in space before docking
Ffuture's wish to spend the F3 shipyard downtime in LitF activities
Mohawk's F3 shipyard downtime, view contracts etc in LitF, getting hurt
Ngalo's differentiating between RH's
Libervuto's juicier deals in the bar
Norby's addition of names, Station Dock Control & Sell-All seedy buyers
PAGroove's inclusion of Station Dock Control, contracts & HOopy games
Sundiver's Hunt the Wumpus (would be better with a Trumble, I think!)
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(Key: + indicates a more recent addition, below this ToC)
Original Battleplan (3 posts) with additions for possible v.2.0 & v.3.0
Station Geography
Coriolis Stations
•Coriolis Interior: Phantorgorth's Sketches/descriptions after ToC
•Coriolis Interior: Lore descriptions
•ML's response re size/accessibility
Dodos
•Dodo size & accessibility
Icos
•Ico population & accessibility below Dodo
Rock Hermits
•Varieties & internal locations (mining bases, smuggler's dens & pirate coves)
•Pirate coves
•Non-oxygenated RH's - musings on Limbo's suggestion
Rock Hermit Lounges
•
Ideas for handling maps
•Rough guide or programmed under Complex changes
Factors affecting Stations
•Species at bottom of post
•Govt type and likely businesses at bottom of post
+Govt type and effects on station architecture/encounters/events
•Communist Systems
Individual Systems
•Digebiti
+Lave
•Zarece
Musings: I suppose that the priorities should be the first systems a new player would visit: Diso/Leesti/Riedquat/Reorte & Zaonce/Tionisla/Isinor. Diso & Leesti are not in the Rough Guide.
Individual Locations inside a station
Bars & Restaurants, Food & Drink
•List of names, random generators
•Descriptions of Bars (Jameson's ad)
•More Musings about pubs
•Individuation by decor/collections/clientele/drinks
•Description for inclusion
Bookshops
•
•Books (
•Books (Cheesy Wotsit, Elements of Plumbing, Manetho & Euclid)
•Books (
•Books (Combat Manoeuvers)
Churches
•
•St Giles with extra added blue cheese
•
•Waterlogged Witchspace Lobster variant for aquatic worlds
Government Offices (People's Palace, Viceroy's Palace etc).
•Govt Offices - what do they do?
+Govt Offices - different names and guards
•and see Factors affecting Stations: Communist Systems above for list of tourist office museum contents and notes on where they might be
+Different names for different systems and their corresponding guards
Stationmaster's Offices
•Location depends on Govt system at bottom of post
Other venues
•List under simplest changes
Random Encounters
•Random encounter generators
•
+Thinking about Encounters
Ancillary Considerations
•Station populations
•Slot Machine/Fruit Machine/One-armed bandit (links to free code)
•Using the ship's mediStim bay This might be better done via a separate .oxp
•Musings on a Docked HUD for LitF
•ML's response re Docked HUD
•Major issue of F3 shipyard activity downtime being lost for LitF purposes Might this need a vanilla code tweak?
+Sounds (bottom of post)
+Phkb on integration with other oxp's
+Flying Dutchman oxp's premature bar visit
Old ideas
Some further goodies from the thread above:
Mohawk's bumping into someone you interacted with in space before docking
Ffuture's wish to spend the F3 shipyard downtime in LitF activities
Mohawk's F3 shipyard downtime, view contracts etc in LitF, getting hurt
Ngalo's differentiating between RH's
Libervuto's juicier deals in the bar
Norby's addition of names, Station Dock Control & Sell-All seedy buyers
PAGroove's inclusion of Station Dock Control, contracts & HOopy games
Sundiver's Hunt the Wumpus (would be better with a Trumble, I think!)
[/quote]
Layne wrote: ↑Thu Jun 11, 2015 3:52 pmThis is one of those projects that could benefit a lot from a 'stone soup' approach. As it is, the framework is interesting but very incomplete, and there's not enough random events, outcomes, and missions to sustain interest for long. If the author ever returns and the engine got a proper re-working, everyone in the community could contribute a few events each to it and really flesh it out. I'm not just talking ideas, I mean, actually send a few paragraphs of text descriptions each (those who feel comfortable with writing, that is, and from the looks of things around here that seems to be quite a few) to the creator for use in the oxp. The creator adds them in, and before long an oxp with twenty random events has fifty, or a hundred, or more, with everybody interested pitching in a little.
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