Flight Management #25
Replies: 5 comments 18 replies
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The default should be the non-persistent universe. However, the engine should support a persistent universe if a mission writer wants to either link several missions together or have a flight stop, then resume. I've often had the experience of writing a mission and my users/players/crew not being able to finish it because they have other commitments in real life. The mission I thought might take 30 minutes goes on for three hours and only 25% of it is complete. It's not like there's nothing to do, but they have not solved a part of the puzzles, have not reached a critical milestone or are distracted by wanting to shoot all the enemies they come across instead of pursuing the mission goals. Btw, I tend to state things firmly. My ideas are intended to be conversation openers, or invitations to brainstorm. |
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Going back to the OP (we got a bit sidetracked...):
I'm a big fan of this idea. I will note that the missions would not have to be specifically linked. there are some other aspects we could add. For example, say your ship takes some damage at one point and the crew can't completely repair it without spending a lot of time in drydock - the efficiency of some of the ship's systems could be reduced until they're able to return for repairs. This would fit particularly well with the RPG idea.
While I would love to see this implemented, I think that the vast majority of players who would want this will also have a Flight Director who can handle any changes needed. But I would fully support a 2.0 version which does include this.
If you've ever played Pulsar: Lost Colony (an FPS bridge sim), it has an overaching story, and you can buy or pirate or just find new ship components (weapons, engines, etc) to upgrade your ship. I'd love to see a variant of this (obviously not FPS (though tbh I think a "landing party" mode could be cool), nor do I think an overarching story is necessary), but having a quantity of random events/encounters that can happen to a crew who are wandering the galaxy would be a great addition. I imagine that racking changes to a vessel is a lot simpler than tracking every entity in the universe, so I deem that as a quite reasonable compromise. |
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Our model of flying would really benefit from the ability to carry things over from flight to flight in a "campaign" style mode. |
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This sounds like a good model to me. It allows for a living universe, but
for scriptable events and continuity of some pieces.
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Just so everyone knows, this is the very next thing that I'm going to be working on. I'm going to create the issues in Github for this sometime this evening or tomorrow. |
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We need some way to keep track of individual sessions. In Thorium Classic, these are called "flights". Typically a single flight runs for the duration of a mission, and is then deleted (although flights can be paused, saved, and reloaded later).
Should Thorium Nova be any different? You start a flight, play through a mission, and then you're done. That's that.
A few reasons why we might want to take a different approach:
There might be other reasons I might be missing. A few reasons against:
Anyone have any other thoughts? My default is to go with a non-persistent universe, since its easier and not having a persistent universe doesn't limit the ability to implement other features. I'd love everyone else's thoughts though.
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