Ideas for making more of the Generation Ships. Part 1
1) No Broadcast Comms interaction (due to lack of technology).
2) So how interact?
- is docking possible? (down to existence, size & technology of GS docking bays...)
- use RemLock equipment to exit own ship and enter GS (need to find airlock, and how return? tether own ship to GS? but how tether? Use
Astronaut?
- interaction with crew/inhabitants... Language? Species of player vs Species of ship inhabitants... combat? taken captive? welcomed with great hospitality?
- inevitably brought to Captain/High Priest/Dictatorial Despot etc. - How sane is he/she/it?
- possible trade? buy food, liquors/wine, textiles, alloys, machinery, medicine, gold, platinum, gems etc? Sell "luxuries" (crafts, etc.) Are food/liquors/wine/medicine poisonous to them?
- drama on board GS? Rescue fair damozel (or lobster) and spirit her/it to safety?
Edited to add:
How could this be done?
-
Life In The Frontier provides a template
- Or through Station Options:
cag wrote: ↑Mon Dec 13, 2021 2:09 am
As it stands, Station Options does all I need for Telescope and then some. I threw in the licence agreement page to test dynamic page loading (yah, I know, you didn't notice; few would. But the 'experimental' options page does not load until you accept and later, the licence page gets removed.)
Any oxp with a handful of options could use it, esp. those with expansive readme files which require the player to read the wiki or crack open the oxz. Having the info available at the station is more immersive. Station Options is driven entirely from the missiontext.plist file, so there's minimal coding involved.
I always had in mind that it could also function as a mission builder. Especially useful is the 'choice' option type, where in a given situation, the player could be presented with options/questions and the mission would proceed base on his input. If missions were structured like a tree (not linear), then they could be replayed yielding different results.