Re: [WIP] Life in the Frontier OXP
Posted: Tue Jan 20, 2015 8:22 pm
pagroove wrote:Is it possible to give a station a fixed layout so that you can walk through it a bit like the old text adventures. As it is implemented now you walk automatically into some areas so what you encounters feels a bit like a chance card in Monopoly.
(...)
My inspiration for the interface was Darklands, the old RPG with text menus. But this is a step further... and I like a lot! How could it be done...
Station with a number of "levels", every level a specific setting. That's ok. What levels? This is a list derivated by your suggestions, and by the structure used in System Shock 1 and 2:
- Level 1 (lowest): engineering, maintenance;
- Level 2: medical, scientific; MEDICAL CENTER
- Level 3: hydroponics(agricultural) or factories(industrial)
- Level 4: storage and cargo
- Level 5: hangars; WAITING HALL
- Level 6: main concourse; BAR, FIT CENTER, CHURCH, WILD WORLD VIRTUAL TOUR
- Level 7: luxury facilities (entertainment); ART GALLERY, OPERA HOUSE, CINEMA HALL, HOTEL
- Level 8: security level; GALCOP HQ
Since there is a number of levels, map will be pretty tiny, to avoid long sessions of navigation. The player can use an elevator to move to the level of choice.
Walking through the maps on the various levels can fire a random event (without clicking on a dedicated item), the events will be level-categorized.
Every level has the chance (via option in special location or random event) to generate a mission related to that level.
Medical Center (or health centre as you call it) can cure player based on system tech. As of it now, player has 5 steps of health/sickness: 0-4, and at 5 he should die. If health or sickness are 2 or more, there's a chance of worsening. So if the conditions are severe, he will need an high tech medical center to get well.
The contagion mission is nice but to avoid player dying in space I would rather insert a chance of sickness (light or severe) when completing the contract.
Shopping Center: I would like to allow players to buy equip, but I'll leave this for a second phase, when I'm certain there will be no more stuff on the main screen (I'm going to reorganize the character resume so take less space).
Good idea, yes. Passenger but also parcel contracts.pagroove wrote:a passenger waiting hall - This is normally the place where passengers come before they fill in their destination for a normal F4 passenger contract but if you walk into this hall also better, more lucrative contracts could be offered. Or you could have passengers that would want to lift at least one planet with you to get closer to their destination for a cheaper fare.
Yes, and cargo contracts generation.pagroove wrote:Cargo center / docks / corridors (could be in different levels) This is where cargo is stored but it also could be a hiding place for shady figures and dealers.
As you can see I want to put some more "intellectual" places (as suggested by ffutures). But I would want to use this floor as a point of meeting for accepting missions - maybe I'll set a fixed room (like "Room 111") as a destination where the player can meet a contractor.pagroove wrote:Luxury level / hotel with corridors
Yes, this was my idea too. Police mission will have to do with agents extractions or transporting witness...pagroove wrote:Police office (here you can pay the fines but you also could get offered missions for the police
Or the player can be put in jail for a time - with a loss of money and some consequence on his stats (chance of sickness, loss of physical shape etc.)pagroove wrote:The jail (Where you also can visit some types for more shady missions like piracy missions etc)
I have a lot to think, but this new scheme of things is strongly intriguing...