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Post by Cory Trese on Mar 20, 2016 20:02:03 GMT -5
The ST2 game engine is far more sophisticated than the one that we were building six years ago for Star Traders RPG.
This affords us some really wonderful opportunities to expand the scope and complexity of the political simulator.
We now have more information about the Captain, the Ship, the Crew and the Cargo than ever before ... and that opens up a truely mind boggling array of possibilities.
I would love to hear your thoughts and ideas on how we could use this complexity.
Examples:
- We know the Faction that manufactured each Cargo item ... so Trade Bans can specifically ban goods made by one Faction or another. - We know the Faction of each member of the Crew ... so a Solar Wars could put certain members of your Crew at risk of being killed or imprisoned. - We know the Faction that manufactured each component of the Ship ...
What would you like to see?
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Post by Brutus Aurelius on Mar 20, 2016 20:14:53 GMT -5
It would be interesting to see during Spy Wars, that if you have components from the enemy Faction in your Ship, the Faction that stops you might search you for contraband.
Trade Bans banning trade of items manufactured by a specific Faction sounds pretty good.
Duels of Assasins could have Bounty Hunters detain you to search your crew for wanted criminals.
Alliances could see Merchants giving you favorable trading prices or Contacts more willing to work with you.
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Post by xdesperado on Mar 20, 2016 20:52:15 GMT -5
Cory TreseYes Yes Yes Seriously the more involved with the fine details like these the more I'll be loving it. One question, will we be able to put crew members on shore duty temporarily? Example I've got an opportunity for a great job with high payout but my mechanic has an outstanding warrent on the target world and I don't want to risk losing him or having the job get messed up so I leave him in port, maybe sitting with a drydocked ship of mine.
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Post by ntsheep on Mar 20, 2016 21:09:36 GMT -5
I vote all the above.
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Post by Cory Trese on Mar 20, 2016 21:58:37 GMT -5
If you dismiss a member of your Crew, they will be gone. If you dismiss an officer, they might be available later or they might join another ship's crew.
I haven't decided how Dry Dock Crew will work -- unlikely that it will be the odd system that ST RPG employs.
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Post by xdesperado on Mar 20, 2016 22:13:39 GMT -5
If you dismiss a member of your Crew, they will be gone. If you dismiss an officer, they might be available later or they might join another ship's crew. I haven't decided how Dry Dock Crew will work -- unlikely that it will be the odd system that ST RPG employs. Would be very nice if the system allowed for the player to either have full crews for all owned ships or be able to transfer some or all crew/officers between ships at will regardless if the ship is the active vessel or in drydock. Would allow for say a combat heavy ship with crew/officers fitting those types of missions and a research vessel with more explorers/science types and give the player the option to either use favorite officers on both or make them very tightly focused with only the captain transferring between the ships. I probably don't want/need a political officer on a combat ship but finding and having one available on my cargo hauler would be a great thing, while my military officer would likely not be much use on those trade runs unless we get jumped by pirates or whatever.
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Post by Cory Trese on Mar 20, 2016 22:20:10 GMT -5
We could definitely do that -- you'll probably end up dismissing your entire Crew, however, when you Dry Dock a ship.
Paying 60 people to sit around a planet and wait for you to come back is going to get brutally expensive.
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Post by fallen on Mar 20, 2016 22:31:09 GMT -5
I think the difficulty is justifying what they are doing for your potential multi-year absence. If you take one ship and leave them for 3 years ... its an oddity in ST RPG, but one that we need to address for ST2. Certainly in ST2, they would demand to be paid when you get back.
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Post by Cory Trese on Mar 20, 2016 22:31:59 GMT -5
I think the difficulty is justifying what they are doing for your potential multi-year absence. If you take one ship and leave them for 3 years ... its an oddity in ST RPG, but one that we need to address for ST2. Certainly in ST2, they would demand to be paid when you get back. And if they don't get paid, don't expect to get your ship back
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Post by xdesperado on Mar 20, 2016 22:32:07 GMT -5
We could definitely do that -- you'll probably end up dismissing your entire Crew, however, when you Dry Dock a ship. Paying 60 people to sit around a planet and wait for you to come back is going to get brutally expensive. Paying entire crew is likely too much, but hanging onto selected members and officers might be worth the cost.
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Post by johndramey on Mar 21, 2016 0:02:45 GMT -5
It would definitely be cool to see conflicts affect the crew in some way, although it would be a little tough if it were something that could have a huge effect on the player.
Maybe Duels having an increased chance of getting bounty hunter trying to track down members of your crew?
Trade bans that affect a certain item would be cool. Maybe separate trade bans (single item/category) from trade embargoes (all items)?
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Post by Cory Trese on Mar 21, 2016 13:50:25 GMT -5
This Crew is seriously giving me fits.
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Post by Brutus Aurelius on Mar 21, 2016 13:56:46 GMT -5
This Crew is seriously giving me fits. Why?
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Post by Cory Trese on Mar 21, 2016 14:07:33 GMT -5
Well they keep dying in accidents and I had to recruit these loosers from De Valtos and an impoverished Indy world ... so they're all a bunch of credit-crazy spice addicts with authority issues.
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Post by Brutus Aurelius on Mar 21, 2016 14:16:06 GMT -5
Lol That sounds like it must be fun to deal with. What kind of things would these anti authority Crew do?
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