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oznogon edited this page Mar 27, 2020 · 20 revisions

Advanced sensors

  • Additional sensors as a powered ship system
    • Does not replace existing sensor functionality; most existing ships should not have this
  • High power draw forces Engineering decisions
    • Extend long-range scan range with additional power; degrade on underpowered/damage state
    • Reduce scan difficulty/autoscan speed with additional power; flicker objects on scanners on underpowered/damage state
    • Draw additional power during active scan; encourage more efficient player input
  • Detailed signal sensors
    • Detect ships not only by visibility/reflectivity but also by emissions (heat, electrical, gravitational)
    • Reveal ship energy consumption and system activity
    • Warp/jump signatures, track origin and destination of recent non-impulse movement

Enables:

  • Stealth gameplay
    • Visual cloaking/visible by signal only with significant energy draw
    • Signal cloaking/impervious to homing trackers only with significant energy draw
    • Silent running; intentionally underpowering to reduce signal footprint
  • Electronic warfare options
    • Flares/signal decoys
    • Missile hacking (maybe worth pursuing regardless)
    • IFF spoofing
    • Beam/missile lock avoidance
    • Nebula and planets as natural homing/beam lock avoidance
    • Signal jammers that mask radar/signals within range (portable nebula)
  • EWACS ships
    • Ship types with many advanced sensors and extra-long sensor range to rapidly scan/hack many targets at once, but few/no weapons and shields; powerful tactically but high-value target and vulnerable in combat (Hawkeyes/Sentries/Sentinels)
    • Scanning screen, can be used to offload multiple simultaneous scans so Science can focus on tracking/painting targets

Configurable ambient sounds

  • SFX on certain actions and states
    • Temperature, power, damage alerts on Eng/DamCon/Power
    • Hull creaking, reactor instability, impulse noise on damage states
    • Failure sounds upon systems hitting negative damage states
    • Tube loading, beam arming sounds
  • UI audible feedback/chirps
    • New unknown sensor contact (how to track?)
    • When heat or damage reaches threshold points (>80% heat, 0 heat; shields/system/hull damaged to <50%)
    • When being scanned, targeted, hailed
  • Must be toggleable on stations, and probably default to off
    • Potentially inappropriate for multi-screen in-person games
    • Potentially disruptive to online games using non-PTT voice chat
    • For accessibility, VISUAL ALTERNATIVES/SUBTITLES ARE A MUST
  • Ideally played local to the station and responsive to local state, without requiring network sync

Enables:

  • Diegetic bridge ambiance without requiring DMX; no contrived, repetitive track required
  • Feedback that aids grokking station function and improving efficiency
    • ... or does it add to what makes a station overwhelming to newcomers?

Scriptable sounds and music

  • Scripting functions to play sounds on:
    • Main screen only (implemented as PlayerSpaceship::playSoundOnMainScreen(), but not exposed to scripting)
    • Specific stations (using CMD_CLIENT_PLAY_SOUND)
    • All stations (using CMD_CLIENT_PLAY_SOUND)
    • GM station (not implemented)
    • Spectator/Top Down stations (not implemented)
  • Disable or control threat estimation
  • Play/stop music tracks
  • Likely requires having sound/music installed locally; bundle with scenarios that require them

Enables:

  • More options for scenario writers to signal plot or ambiance
  • Audio feedback for custom functions
  • Signal scripted or GM-controlled game events

Configurable beams

  • Beams that can do any type of damage
    • EM beams for dropping shields and damaging targeted systems faster
    • Kinetic "beams"/railguns for damaging hulls faster
  • Sustained beams (ie. phasers) vs. discrete beam projectiles (ie. HVLI but energy)
  • Non-damage beams
    • Nanorepair beams (hull repair)
    • Energy transfer/refueling or shield-boost beams
      • Increased regenerative efficiency by synchronizing beam freq with the target's shields
      • Finally, a way ships can help stations after an attack
    • Tractor/repulsor beams (pull/push ships and objects; networking difficulties, physics engine has little concept of relative mass)
    • Scanning beams (alternative to Science for scanning on fighters/single-pilot craft)
  • Beam slots that can be swapped between types, similar to tubes
    • Maybe only swappable when docked?

Enables:

  • Support ships
    • Actual functional tugs
    • Anti-shield and anti-hull specialists that can/must work together
    • Field repair ships
    • Long-range refuelling ships
  • IFF/scanning options for small craft and fighters where the full functionality and cognitive load of Science doesn't make sense
  • New support AI behaviors

Derelict ships

  • Intact ship whose reactor hits -100% and stays there for 30 seconds loses its crew but isn't destroyed
    • When disabled, all systems drop to -100% damage and all energy is dumped
    • Hack the ship to capture it for the player's faction

Enables:

  • Meaningful piracy; capture ships and their cargo
  • Any ship can be a player ship
    • Requires that any ship becomes capable of being a player ship; need default generic ship layouts and attributes for templates without them
  • Emergent skeleton crew escort missions
    • PlayerSpaceship:transferPlayersToShip() allows transferring a player crew to another ship
    • ... or make it an AI ship that follows basic orders and autorepairs itself
  • Escape pods?

Player-controlled Space Stations

  • Stationary dock-target "ship" with:
    • One Relay station + inventory/fleet management features
      • Maybe can be done purely through scripting and Relay custom functions?
    • Multiple advanced sensors to aid scanning
    • Ability to broadcast waypoints
    • Ability to resupply, repair, re-energize, re-crew docked ships
      • Limited stocks of supplies
      • Stocks are replenished by visiting freighters
      • Can craft new ships from freighter materials
    • Reliance on probes for long-range sensing
    • Limited inventory of support ships to dispatch
      • Fighters
      • Supply drops
      • Jumpship carriers
      • Minelayers
  • Can reward Reputation to players
  • Can deploy (and hop into?) new player ships

Enables:

  • More player-to-player comms
  • Command-and-control gameplay
    • Station commander can focus on big picture and suggest/order player ship captains
    • Fleet management of CPU ships
  • Alternative to single-pilot station for single-player/loose-wheel gameplay
    • Easier/less overwhelming onboarding role to help orient new players (depending on the scenario)

Per-ship energy draw settings

  • ShipTemplate and tweakable per-ship settings for how much energy per tick/second/action? is drawn and generated
    • Some ship reactors should be better than others
    • Some ships' systems should be less efficient than others
  • Should be a factor of baseline? Or a raw number?
  • How to deal with action costs? (jumps, missile load/fire, maneuvers; beam firing is already configurable)

Enables:

  • More ship differentiation and customization
  • Efficiency gains via scripting (ie. upgrades at stations)
  • More surface area for scriptable engineer torture
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