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Post by Cory Trese on Mar 23, 2016 23:27:10 GMT -5
In the original Star Traders RPG ... everything is Cargo. Fuel is cargo, weapons are cargo, records are cargo.
Star Traders 2 is moving away from that model in some regards. The Captain and your Officers will be characters much like a Heroes of Steel or Templar Battleforce character ... you'll be able to give them specific equipment. If you want your Bounty Hunter to carry a Plasma Pistol and wear a suit of exo-armor, you will be able to find or buy those pieces of specialized gear for them.
For the Crew, you'll be able to install Ship Components that arm the Crew. These are like Weapon Cabinets, Armories, etc. Based on the level of that ship component, when you break out arms for boarding (repelling boarders, sending a party, etc) they will be equipped (sorta like auto-equipped items like human soldiers in BF) for that battle.
If Crew equipped by the armory are defeated, the armory will suffer losses (indicated by component damage/maintenance cost.)
All Ship Components will have legality and tech levels -- so you won't be able to have your Ultra Heavy Engine 14 or your Elite Weapons Cabinet repaired or restocked on a backwater trade world ... or anywhere those things are illegal.
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Post by Cory Trese on Mar 23, 2016 23:35:48 GMT -5
I think orbitals change everything. They certainly are a significant stretch of the scope. I think that the small craft stretch goal is actually going to require more work on our end because it has such a massive impact on combat.
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Post by qbspy on Mar 23, 2016 23:53:41 GMT -5
The small crafts' order seemed out of place to me during the funding drive, though I can't recall why. Maybe I simply prefered other stretches more. So glad it's a Trese problem, and not mine. Hahaahaha
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Post by Cory Trese on Mar 23, 2016 23:56:13 GMT -5
The small crafts' order seemed out of place to me during the funding drive, though I can't recall why. Maybe I simply prefered other stretches more. So glad it's a Trese problem, and not mine. Hahaahaha I'd love to hear your thoughts about Orbitals. They're essentially going to be a mix between wild zones and urban zones with a unique set of features. There was some discussion about Small Craft vs. Player Outposts ... we ordered the stretch goals strictly based on ST RPG player requests ... and orbital wild zones was #1, fighter ships #2 and player bases were #3. Some people commented that Voice Acting was under priced, we didn't make it that far either way.
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Post by qbspy on Mar 24, 2016 0:18:03 GMT -5
My best friend is something you might see on intervention. I will have to speculate on the morrow.
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Post by bookworm21 on Mar 24, 2016 3:50:09 GMT -5
The small crafts' order seemed out of place to me during the funding drive, though I can't recall why. Maybe I simply prefered other stretches more. So glad it's a Trese problem, and not mine. Hahaahaha The small craft goal being reached led to multi-ship battles (escorts etc) being added to the list, iirc Cory Trese?
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Post by Officer Genious on Mar 24, 2016 8:05:27 GMT -5
My best friend is something you might see on intervention. I will have to speculate on the morrow. We all hope for the best for him/her. We're here if you need us.
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Post by Cory Trese on Mar 24, 2016 9:24:20 GMT -5
The small crafts' order seemed out of place to me during the funding drive, though I can't recall why. Maybe I simply prefered other stretches more. So glad it's a Trese problem, and not mine. Hahaahaha The small craft goal being reached led to multi-ship battles (escorts etc) being added to the list, iirc Cory Trese? We are going to support fighters launched from the main ship. The additional small craft are not full fledged ships like the Captain's ship -- they're like shuttles, escort cutters or attack fighters. You'll be able to deploy those small craft during combat. The KS says ... "Deploy specially trained officers in small craft (fighters) from your main vessel during combat. Additional funding will cover creation of new models, rules and AI to provide a rich addition to ship to ship combat scenarios."
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Post by resistor on Mar 24, 2016 12:10:58 GMT -5
If you are in a battle against a large ship with fighters and you destroy the main ship first, will the small craft give up or keep fighting? Perhaps it would depend on circumstances such as reputation, etc.?
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Post by Cory Trese on Mar 24, 2016 12:36:16 GMT -5
If you are in a battle against a large ship with fighters and you destroy the main ship first, will the small craft give up or keep fighting? Perhaps it would depend on circumstances such as reputation, etc.? I haven't gotten that far. I imagine if you defeat the main ship the fighters would probably flee if there was a nearby planet. Good question though, I'll see what I can come up with from a balance and mechanics standpoint because we certainly do need an answer to this question.
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chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
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Post by chronic on Mar 24, 2016 12:49:23 GMT -5
Will ST2 be keeping track of how much of any and all cargo types a captain has purchased throughout the entire game? If so, maybe that info could be employed by the simulator in a direct manner? I suppose we could keep track of that for score keeping, but no, the simulator doesn't need that information for anything that I can think of. Would that be a score you'd like to know for your Captain? YES. I'm not sure how hard it would be, but a complete trading record would be amazing.
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Post by Cory Trese on Mar 24, 2016 12:55:26 GMT -5
I suppose we could keep track of that for score keeping, but no, the simulator doesn't need that information for anything that I can think of. Would that be a score you'd like to know for your Captain? YES. I'm not sure how hard it would be, but a complete trading record would be amazing. A complete trade record simply isn't feasible but keeping track of total profit or total number of units traded is something we will work on including.
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chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
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Post by chronic on Mar 24, 2016 12:59:07 GMT -5
Cory Trese reading through this thread is like crack. Thank you for all your efforts! I'm going to re-read and try to think of new conflicts.
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Post by Deleted on Mar 24, 2016 13:01:42 GMT -5
The small craft goal being reached led to multi-ship battles (escorts etc) being added to the list, iirc Cory Trese? We are going to support fighters launched from the main ship. The additional small craft are not full fledged ships like the Captain's ship -- they're like shuttles, escort cutters or attack fighters. You'll be able to deploy those small craft during combat. The KS says ... "Deploy specially trained officers in small craft (fighters) from your main vessel during combat. Additional funding will cover creation of new models, rules and AI to provide a rich addition to ship to ship combat scenarios." So with the additon of small craft, will we be able to shuttle a boarding party onto a ship and fight room by room to take over that ship?
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Vraesrial
Exemplar
The absolute God of Hyperdeath, an outlander, and the bad pun king.
Posts: 278
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Post by Vraesrial on Mar 24, 2016 13:08:13 GMT -5
One thing I'd like to see changed (I haven't read the earlier posts all that much, so this might have been stated earlier) is how your role plays into things.
If I'm a military officer in a solar war, then I should have the right to attack any Javat I please. Or if I find a trade vessel carrying illegal goods, they should be marked and I should be able to confiscate them. If I'm a bounty hunter, hunting a target in De Valtos space, then I should be able to just hunt him down (Of course this would depend on some things. A serial killer and spy should have different affects on your reputation).
I just feel like my role never actually did anything for me, besides making a few mundane things cheaper.
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