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Managing spaceship - initial draft

Started by September 03, 2014 03:02 PM
5 comments, last by wodinoneeye 10 years, 3 months ago
Managing space ship
Player is placed in shoes of captain of space ship.
Main task of captain is to complete tasks describe in mission briefing.
Inspiration - Start Trek series and BattleCruiser 3000.
Game should be rather manager them SIMSlike or 3D FPP. Something like FTL, but with larger scale, more crew and longer game time.
Crew
  • pilot - piloting space ship, shuttles and fighters
  • soldier/security - eliminating 'intruders on board' threat, investigating unexplained situations (crew member death, law braking, maintaining order during riots or disgruntled crew, etc)
  • engineering - ship component maintenance, small and big repairs, building components based on scientists blueprints
  • scientists - researching found artifacts, analyzing parts (destroyed space ships, asteroids, etc) to reverse engineering fixes for ship components
  • medic - maintaining crew health
  • officer - better version of each crew role, works as leader and increase productivity (or decrease)
  • passenger -
  • crew member -
Each crew member has his role, his stats parameter defining his fields of expertises. Can he be a good officer leading his subordinates, etc. Perhaps races to provide possible negative/positive bonuses from working with other.
Training
Crew members should be allow to perform trainings to extend their own skills or learn new ones.
Space Ship components
Engine room - provide speed and mobility
power grid - providing power for all ship components
Life support -
Bridge -
Hangar -
Medic room -
Research laboratories - can research found items, design (in cooperation with engineering) new upgrades
Barracks -
Weapons -
Ship components can be single item or complex (build from several inter-depending items). Example - engine (ST theme) are coils, IPS conducts, core, magnetic, etc.
Degradation
Each game tick/update parts are slowly degrading.
Best quality components require at least few hours/days/weeks before wear effects appear.
Worst or old components can degrade and work inefficient even after few minutes/hours without maintenance.
Battle or accident damage will lower components reliability making it permanently lower quality. Beside that - components will require usually repairs.

Mission task:
  • find cure for epidemic slowly killing crew (medics and scientists cooperation, gathering samples)
    • fight of possible attacks of other races/ships - they want to eliminate plague by destroying ship
    • security must stops aggressive outbreaks of desperate crew
  • security need to find saboteur on board - someone is deliberate damaging or destroying components
  • ship suffered severe damage in previous battle - task is to reach allies territory
    • depending on difficulty level part of crew is sick or injured or dead
    • level of damages can differ (from small to even completely destroyed components)
  • ship is very old, most of parts need constant maintenance work to just normally work, objectives requires to reach designated point
  • ship is in toxic or dangerous space (nebula, radiation, etc) - crew is sick, equipment working improperly
  • ship is designated to battle with different difficulty modifiers
    • crew quality and training levels
    • equipment quality and reliability
  • investigate some phenomena, accident or post-battle site
  • react in emergency case (deliver some, find cure, fight bad guy)
Situational rapports
Captain receives rapports about ship, components and crew status. How long current component will work, how often performed are
To Do:
Create connections between components so keeping them in good shape requires balanced power, meet dependencies and set priorities.
How to control or manipulate this environment? How to modify behavior?
How to let player create his ship of dreams with perfect crew? Without overflowing with too many small details and yet giving him felling that he is in control. To not create situation where captain/player is a passive observer.

Sounds cute.

I would simplify it a bit (for example missions are needlessly complex - just make it "reach destination (while carrying cure/ambassador/whatever) before X days passes").

For crew I probably would divide them into:

- "heroes" (medics, pilots, tactical officers, chief engineer etc)

- regular crew (crewmen, security, low level engineers)

Where heroes are fully simulated (names, portraits, etc) while crew is just numbers (and they die all the time, while heroes always miraculosly survive to the next episode :D).

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

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Yes, one of possible addition/modifiers would be using different kind of space ships.

Small or inside-system - requires not more then 10 or even 5 crew.
While big one - crew headcount in at last hundreds or thousands.

So on small ships you can contact yourself and command every one, on big ones - you contact through officers (senior officers)

Rapports would introduce some life with generated names of every crew member, but connecting them would be funny only on the beginning. As they wouldn't introduce anything more then amusement or some world immersion.

Yes, you right - all missions/task/objectives can be simplified to 'reach point X' with modifiers.


Small or inside-system - requires not more then 10 or even 5 crew.
While big one - crew headcount in at last hundreds or thousands.
Scale too different, you will bring on yourself a loooot of trouble. Make 100+ crewmen only (besides, 5 crewmen was already done in FTL and I played it already so I'm not interested :))

Do not make "onion layers" gameplay. It always sux (MOO3).

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

To Do:
Create connections between components so keeping them in good shape requires balanced power, meet dependencies and set priorities.
How to control or manipulate this environment? How to modify behavior?
How to let player create his ship of dreams with perfect crew? Without overflowing with too many small details and yet giving him felling that he is in control. To not create situation where captain/player is a passive observer.

The problem with manage gameplay. The human is limited in what can be managed in real time. So what does a captain really do. Is take responsibility and delegate orders to key figures. These key figures are regular communications between Captain and crew. Also every crew member need to function independent. They mostly know what to do. By following protocol. These protocols can also be managed and tweaked.

Example. Like star trek. If you are captain with aggressive mind set. If fired upon return fire after shield up. While other will allow some minimal damage but want diplomatic communicate with the other vessel.

Crew work in shifts. So does the captain. Who ever has the bridge, will act at urgent events. Or you get priority com to make the decision.

But something like your ship is attacked. The bridge crew will do a shield UP and even return fire.

Also avoiding collisions.

This means these kind of games largely depends on sophisticated crew AI and effective UI systems.

Example while attack you go on red alert. Which means your UI is set or filter out all non essential combat features. Like managing protocol. Warehousing.

But while not on bridge duty as caption you could do some administration. Like tweaking protocols from specific function or task. Which have a more complex non real-time UI.

Also you do a lot of comparing stats etc. so kind of spreadsheet graphical UI is handy to. While you set equipment setting for specific roles for fighter wings on your carrier.

I am also very inspired by Scifi shows.

Firefly

Stargate

Startrek

Farscape

For me UI and AI can make or break the game. So I focus more on that.

So I can make assumptions that captain/player will command the ship through reports answers or event driven questions as main conduct. Reports will be provided in fixed time intervals or in case of events (fight - damage reports, accidents, etc).

More then that - captain-players will have ability to fine tune more details.

AI of NPCs is main point of my concern. Give them not only simply daily activity queue, but also behaviors for unexpected situations and stats and role modifiers.

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Managing .... If you are going to have the (more) detail of the minions who carry out the actual operations on the ship you might also consider when the 'captain' himself has to man the station/machinery/whatever THEMSELVES --- Remember uhura taking chekovs chair or sulu/scotty the command chair or kirk the engine room controls/transporter, etc... - high officers are rated on ALL systems (lower ones no doubt on many) -- which itself is an element maybe to include in your scenarios.

--------------------------------------------[size="1"]Ratings are Opinion, not Fact

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