Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: KAT Chuut-Ritt on August 11, 2006, 09:21:48 am
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It has always kinda irked me that you can't resupply/repair on Allied planets and bases. While understandable that a ship's captain wouldn't want a bunch of foreign technicians snooping around his races tech and designs, it always seemed to me that some structural repairs could be done, or parts borrowed. Well I might have an idea that is a partial anwer, if Evil Dave can make it work.
The idea is as follows:
A new mission is created for allied space.
This mission awards you with a repair facility under your control as well as your ship. The repair facility only has transporters and spare parts, lots of them.
Their is no enemy in the mission it ends when you fly off the map
The mission would only be offered on base and planet hexes
The mission would not draft anyone
The mission would not effect the DV
The mission would not be offered if the enemy was present in the hex, if this wouldn't be possible then perhaps have it written like a patrol with ai stripping so that the dock disappears if you draft someone and it becomes a patrol.
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Basically it would allow for some repairs but no reloads of expendibles and be kinda consistent with the idea of being given components by the allied bases but not really having a full scale repair facility available.
Thoughts?
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I like it, you still have to go to your own space to get Drones, shuttles, mines and marines.
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Interesting idea, I can't see why it would not work.
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Very good idea in my opinion... would save time if all you needed were some spare parts :)
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Yep, definitely do-able.
In one of my early mission packs I included a resupply mission, offered in allied planet/base hexes. In that mission you hooked up with a friendly convoy, drove off some attackers, and then resupplied from the convoy. The cost of your supplies was deducted from the PP you got for the mission, with the cost being fairly expensive IIRC.
I'm pretty sure there were some notable bugs in it, but we've learned a lot about scripting since those days, so I'm sure we can take a stab at a new approach.
dave
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The only possible hitch I see is tweaking the fwait parameter so that the mission does not conflict with boosting the DV of a friendly base or planet, yet still shows up often enough to be of use.
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Perhaps only make it avaliavble on planets/bases where the hex DV is maxed out?
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I dont see this mission being practical... I mean if you only get spare parts IIm not gonna want to go thru a mission to do it. I'd rather go get marines mines and reloads from a base nearby than do that.
However, I do see an opportunity to have the shipyard defense have a dock under each players control with spare parts. That way if u get drafted to defend the planet or if you are running a coop defense, and you are not of that hex's color, u can still at least repair there. That would make a worth while mission imo.
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What if, in the defense missions, the defending player had the option of temporarily dropping the shields on the FRDs so you could beam off some parts?
Or, for that matter, if the shipyards simply didn't raise their shields until an attacker was within range 100 - giving the player a couple of turns at the beginning to snarf off a few spares anytime they took a planet or shipyard defense mission.
dave
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From an RP perspective, I'd like to see ALL repair and resupply missions handled this way.
Have the shipyards spawn a few defending frigates, and have it draft people IF an enemy attacks the shipyards. The damaged ship flies into a ship yard, the ship yard grabs you with a tractor beam and starts "working" on your ship. Unfortunately the Shipyard's sheilds can't be used to prevent the damaged ship from being hit, so the ship is going to have be "worked on" with the sheilds up. It's a shame that people can't be added to the mission after the mission starts. Because I'd love to see a raiding party hit the shipyards while someone's ship is still in the middle of being repaired.
But a ship CAN be repaired and reloaded by a script right?
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Or, for that matter, if the shipyards simply didn't raise their shields until an attacker was within range 100 - giving the player a couple of turns at the beginning to snarf off a few spares anytime they took a planet or shipyard defense mission.
dave
Heh, and if I must confess, I mainly proposed this option because I can knock it off in about 10 minutes ;D
EDIT: OK, it took 20 minutes -- I'm testing it out on the 16PlanetDefense as a proof of concept
dave
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From an RP perspective, I'd like to see ALL repair and resupply missions handled this way.
Have the shipyards spawn a few defending frigates, and have it draft people IF an enemy attacks the shipyards. The damaged ship flies into a ship yard, the ship yard grabs you with a tractor beam and starts "working" on your ship. Unfortunately the Shipyard's sheilds can't be used to prevent the damaged ship from being hit, so the ship is going to have be "worked on" with the sheilds up. It's a shame that people can't be added to the mission after the mission starts. Because I'd love to see a raiding party hit the shipyards while someone's ship is still in the middle of being repaired.
But a ship CAN be repaired and reloaded by a script right?
It should be able to repair you by dealing negative damage to your ship I believe...
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In scripting terms you actually assign the health, system by system, on a percentage basis
(e.g. set health of sheilds to 100%, set health of engines to 100%, etc)
dave
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in a shipyard defense the defenders each should get one of the three FRD's under their fleet panel. This way the player can drop the frd shields and beam parts to his ship. How hard would it be to put them under each players fleet panel in your current script? I'll simply give the frd's more spares in the shiplist and it will be all good.
On a side note u said u can set sytems up to 100% what about more than 100%, like 120%, 300%?
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Good idea, Chuut. I like the idea of having limited chances to repair, but no chance to resupply. (Of course, being mostly Gorn, that does play to my strongpoint.......)
Cool idea with the base mission you've knocked off, Dave.
There is also another mission in the mix that sort of does this. There is one where you go to scan the wreckage of a frieghtor, and find all sorts of crates floating around. Often, at least one of them has a spare part in it. I can't remember the name of it right now, but I remember I never seemed to draw it on Econ War unless I'd *just* been to base to top off. :rofl:
-S'Cipio
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in a shipyard defense the defenders each should get one of the three FRD's under their fleet panel. This way the player can drop the frd shields and beam parts to his ship. How hard would it be to put them under each players fleet panel in your current script? I'll simply give the frd's more spares in the shiplist and it will be all good.
On a side note u said u can set sytems up to 100% what about more than 100%, like 120%, 300%?
Shouldn't be too hard to put them under player control, might have to fidget a bit with the way the victory conditions are calculated - some of the Taldren VC scripting isn't terribly amenable to alterations (just means being a little extra careful in testing before we use it "for real").
And good question on the "more than 100%", I'll give it a try and see what happens
dave
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Good idea, Chuut. I like the idea of having limited chances to repair, but no chance to resupply. (Of course, being mostly Gorn, that does play to my strongpoint.......)
Actually that is a big factor in my reason for wanting it Scippy, the fact that it does play into the hands of plasma races and Lyrans. The fact that the drone races and the Hydrans can generally hex-flip faster needs to be offset somewhat. This hex-flipping advantage is often compounded by the fact that these races need resupply more often so are often the preferred race when deciding what color to lip a planet or base. This compounds the problem for the plasma races and Lyrans sometimes as they run slower missions AND have to go urther to resupply. By having ships able to have access to more spares in the manner suggested makes it less of a penalty to be flying in ships that rely less on expendibles and especially plasma and Lyran boats.
Additionally it allows a player cut off from his own resupply the chance to be a bit more competitive defending the planets and bases of his allies.
I'm loving the resupply difficulties of SGO6, it adds an added dimension to the game and enhances the importance of strategic planning with regards to resupply. On a big map like this such considerations are of greater importance than on most previous servers. This also enhances the strengths of the races that rely less on expendibles, with an opportunity to get more parts without having to make long treks for them their appeal should be even greater.
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I agree... I ran into supply problems with mirak while flying in the southwest of fed space... Resupply was 12 away so I couldnt hang on the front lines much... I had to decide to hunt pvp or hex flip but couldnt fo both... Very cool.