Re: The Current state of Space games in general
Posted: Tue Apr 26, 2016 10:25 am
* a waypoint to a DS rock hermit for smuggling or an asteroid field?
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Yes, another good idea! Being able to build up a reservoir of that sort of local knowledge would also help the player create a "home system" (or at least a "home area").Amah wrote:* a waypoint to a DS rock hermit for smuggling or an asteroid field?
I don't like scanner range extensions cause it feels like cheating but... One could share scanners with allies and get an extended range (justification: synchronising scanners allow each scanners to focus their power on a narrower sector, hence the extra range). It would be a good reason to hug convoys for a while, or even "convoy-hop". This could be annoying if pirates can do the same, so the equipment should be restricted to heavies in leader role and it would require a certain number of ships to work (maybe 4-6). So that would be actually to pieces of equipment: a "master" for heavies, and a "client" for escorts.Disembodied wrote:That's an excellent point ... well worth thinking about some more! What sort of information could players expect to get? Trading contracts, news on (short-lived) price fluctuations (a glut in Radioactives on such-and-such a planet, or a high demand for Liquor and Wines on another) ... maybe information about pirate activity in the system/local systems - specific ships to watch out for? There would need to be some way to make this advantageous to know, though - perhaps via Astrobe's idea for a "periscope"/long-range scanner? As well as letting traders try to avoid particular pirate hunting-grounds, it would be useful for bounty hunters pursuing named targets, if we could get even a few "persistent NPCs".Norby wrote:Yes, gettig news from NPCs is a good idea, give a reason to stay on the space lanes.
Also, a space game in general does absolutely not need to be a "you are sitting in your ship and are flying within space" - game, despite this being the only space games people around here seem to know. For instance, freeorion is undoubtedly a space game and successful open source. It's turn based strategy and has much less in common with oolite than with e.g. civilization-themed games (Sid Meiers' Civilization, its clones and similar).Astrobe wrote:It looks like the thread has turned into "the state of Oolite"... Sorry, pagroove!
Or - if the player has advance information about a specific ship, with details of its transponder code/engine signature/insert handwave here - then that ship could be boxed and marked on-screen well beyond the scanner range, allowing the player to avoid it (or move to intercept it).Astrobe wrote:I don't like scanner range extensions cause it feels like cheating but... One could share scanners with allies and get an extended range (justification: synchronising scanners allow each scanners to focus their power on a narrower sector, hence the extra range).
The trade could be in the actual cargo contract - i.e. "When I reach the station, I'm supposed to collect a shipment of X to take to Y, but I can't do it - I'll pay you Z Cr if you take on the job (and the reputation benefits/penalties)". Or, if you want to actually transfer goods, the deal could be an arrangement to meet later, in the station, where the goods can be transferred and payments made. There would need to be a "Wait until Ship So-and-So docks" option in the station, of course.Astrobe wrote:Trading contracts I thought of that one, but to be realistic it should be limited to "data" types of contracts - it can't be physical goods because you would have to eject them and they would have to scoop it (with all the trust and payment problems it implies). Furthermore, if it's transmittable data, what prevents the carriers to just transmit it to the station on arrival? I still like the idea, though, because currently all kind of contracts are only available at the main station. It needs some more thoughts to be believable.
Yes - I was thinking more along the lines of "I hear there's a shortage of Machinery on X", or "Rumour has it they're practically giving away Furs on Y": short-term bonus opportunities that may or may not last long enough for the player to take advantage of them.Astrobe wrote:Full market data of a nearby system would be incredibly valuable, perhaps too valuable - a difference of 10Cr times your cargo capacity can make a huge difference. Maybe the NPC could choose to not share its data when it sees those opportunities. Or it can be used as value appraisal for those data.
I do like your idea of doing more with the game - not just flying and trading - but becoming a player in a system and then moving on to affecting other systems.chomwitt wrote: ↑Wed May 26, 2021 9:44 amAllow me to add a long term idea that lingers in my mind ..
The idea is to combine an elite game with a FreeOrion strategy game in multiplayer united world.
So imagine that there is a shared database with perhaps a blockchain to hold more stable and long
turn changes.
Initially we could aim lower. Like playing an Oollite single player session but in a galaxy that is
a snapshot from the strategy multiplayer aspect where the human players are replaced by NPCs.
It could happened in a locked fashion. In a longturn style FreeOrion game a turn ends and a player
has made some moves. Then in the next day the 'elite' players could load the shanpsot get a 'job' and do it.
Like trade or fight or explore a planet.
Then the changes they created in the snapshot would get saved in order for the next day the strategy playrers
would play next turn and so on.
thecoredump wrote: ↑Fri May 28, 2021 1:51 pmMaybe an easier solution could be to have an oxz (automatically updated) containing some sort of "community events" where some "game masters" could inject events like pirates incursions, damaged stations, stations needs for commodities, etc.
This way the Oolite community could be united!
<chortles>Cholmondely wrote: ↑Fri May 28, 2021 5:09 pm... the idea of running Digebiti certainly appeals to me!