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Original post by Iron Chef Carnage
I think that sending a team would be a sort of mitigated way to do missions. You hear that there's a disabled craft in orbit around Titan, and the crew has only a few days of life support left, so you can either plot a course and go rescue them, ignore them, or "send a team".
Right, this is good, too. I saw this as a way of supplementing your strength and acting in two or more places at once, but it could also be a way of handling stuff you don't want to do directly. (It's like the "autofight" option in many old school RPGs).
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I'm trying to decide if it would be possible to make these missions up, like "You three get in light fighters, fly to Luna, wait for the freighter PN4239184, escort it to its destination, and then return to this location for a rendezvous." That would be a real pain in the butt unless each of those actions were individually scripted in as action types.
I do see the player able to compose mission strings. However, I see a need here for compound actions. What if the game shipped with several defined compound action strings, but you could compose and save your own?
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Since this will all be handled behind-the-scenes with random numbers and such, you'll probably be able to handle a few dozen different "mission components", but maybe it would be better to have the missions structured automatically and just make the character design an away team to handle it.
Yes, I'm still deciding on how much granularity to give here. If you get too much control, you'll be ticked off if the results don't go exactly as you expected. But if you don't get enough, then it's a tacked on feature with no depth.
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So, what will it look like when you make one of these things? I'm guessing that you'd have a little assignment screen, vaguely reminiscent of the team-building system in Rainbow Six, where you choose personnel, equipment, etc. Add in what kind of supplies and spacecraft they'll be taking along, and finalize their primary and secondary mission objectives. Then you hit the "deploy" button and wait for the reports to come it.
I see you looking at the map with two quarter screens below it: One shows your inventory, the other shows the team you're arranging. You click a location on the map, and it pathfinds from where the team is to where you've clicked. At each significant leg, a flag (piracy, nav hazards, war, etc.) shows up, along with a percentage chance for successfully passing it. you can dynamically add or subtract things from the deployment, and it will change the percentages and maybe even the flags.
Click a waypoint, and you'll get detailed info on resources and known threats. Double-click and you can zoom the node in question and add detail to the sub-map that comes up (for instance, detailed nav intstructions through a system or city). The last is only for the control freaks, as it will only gain you a few percentage points.
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So, for a strike on a pirate stronghold
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Good scenario, it's very similar to what I see you being able to do. I want to avoid micromanagement and detailed scripting of movements (especially since I'll have to be juggling maps and memory otherwise). I didn't think about secondary objectives, though, so I'll have to add those in. This sort of thing could also dovetail nicely with personality, as the objectives and events could trigger personality events (heroism, betrayal) among the team you send.
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Then I just push the "go" button and find a nice comfortable orbit, or cruise to my next patrol route. If it works, I'll get my ship back and all my men, and I'll blow some pirates to hell to boot. Worst case scenario, I lose twelve good men, three suits of armor, three fighters, and gain nothing. Anything on the continuum between those extremes is possible.
Right, and this along with the same semi-random events that can happen to you makes a universe which is hopefully alive and dynamic without becoming unweildy. The results of the mission could lead you to compose or undertake directly further successive missions.
What if the pirates captured your men but your guys disabled the nuke? Now the pirate is demanding a trade of components to fix the missile for your guys.
Or what if your guys succeed but come back with severe radiation poisoning? Now you have to race to a med facility.
The key to doing this, btw, is to have a good rule system of actions and reactions that tie directly into the semi-random event generator. I'm about 40% on that right now, in case you're curious. :>