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Topics - Iltsuger

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1
General / Life Is Cheap on the Frontier
« on: March 13, 2016, 07:03:11 PM »
Normally pretty mild-mannered, I run into a fixer that asks me to run slaves. So I snap and do them in. I run out of the asteroid base, off to Port Newton (no problems with the authorities), and after a bit of bureaucratic run-around, I'm able to pay off my triple-charge of homicide, theft, and assault with 35000 credits. Not sure how other fixers feel about me, maybe their esteem has dropped slightly, but I'm sure I'll get more missions from them. Except the one.

Wouldn't mind it keeping my misdeeds on record. Feels a bit creepy to have a character who does that not face any long-term consequences. And as bad as one can be in this game, strangely one can't be a snitch :)

2
Development Discussion and Suggestions / New Mission Ideas
« on: March 08, 2016, 04:34:36 PM »
It's pretty easy to come up with merc missions, but if I recall correctly there are only three merchant missions: Convoy, Transport, and Deliver. Here are ideas for a few others:

Mass Transport: You get to carry people in excess of the usual passenger limit (refugees, workers, whatever) to a new location. The game deletes most of them when you arrive, rather than distributing 50 people into a planet already. Killing anyone aboard results in a fine once the mission is expired.

Mercy Mission: Pick up specifically designed medicines from Acorn (always Acorn, just like you always go to Trou to drop off prisoners), and not only go to a given planet, but administer treatment to 1 or more peds in the environment. Could even be an excuse for making the peds hostile, so you have to subdue them, or use smoke grenades to prevent them from hitting you before you can give them the drug that will cure them. Could also introduce a syringe rifle. Killing the hostile results in a fine.

Confiscate Cargo: You alone or accompanied by a squadron subdue a target ship, then the player ship takes all the cargo on board, then delivers it to the authorities. So the ship must be EMPed in order to recover the cargo. Not sure if this would require different NPC behavior to prevent them from destroying the craft, but there could be a new gun that has an EMP like effect that these ships would automatically be equipped with. Cargo is replaceable, so if you happen to sell some of item X, you can still pick it up elsewhere and the authorities won't know the difference. Failure to complete this results in fines in addition to lost mission rewards.

Transport Hazardous Materials: There would be several types of materials that the player would have to move from one location to another as quickly as possible. The more time they spend off of an optimal route, the more the chance that things will break down and cause problems.

  • Hazardous waste containers might leak, from weapon hits or over time, causing the player character's health to drop, or to gain injury status, have sight problems, etc.
  • Xenomorph (or whatever joke you prefer) containment cages that if the ship is jostled with collisions or weapon strikes will cause them to break free and run through the ship trying to kill you.
  • Mass Prisoner Transport, similar to the mass transport of civilians etc above, but a chance that one will break free, unlocking others' cuffs, giving you an on-board riot of sorts.

In addition to the cargo stuff above, thought of having emergent, ongoing bounty missions that are part of a bounty board at Loye, Haack, the capital, etc (and perhaps a pirate equivalent board for notable confeds, Kilrathi, retros). These are the ten most wanted, which the player may run into anywhere in the whole map.

There's no public expiration, but over time the chance increases that the NPC disappears for one reason or another, announced in the news as a capture, escape, turned self in, destruction etc. These would be non-hostile targets that have a very low tolerance, so bumping into them or accidentally shooting them will tip them into attack mode. They can then be avoided if you want, or taken if you think you're strong enough.

In-flight conversations include the possibility of hiring them, angering them, or tipping them off that they're on the wanted list, which will make them go into hiding etc (without you getting any bounty for it).

They have planned routes of travel, frequenting certain areas, so players who happen to run into them can maybe run into them later. If two plans happen to overlap, they will fight each other and one will win, the other will lose, which will also be announced in the news.

3
Bugs / Can't talk to hunters to finish mission
« on: March 07, 2016, 12:09:43 AM »
There's a raid on a Kamekh that I somehow survive solo, which pretty much all my systems destroyed. I fly to the rendezvous to talk to the hunters waiting to start the mission at another nav point, but although I can communicate with them I just get the standard "stranger" communication with them, not the mission starting one, so I can never complete the mission. Is it because all my equipment is obliterated for some reason?

4
Development Discussion and Suggestions / Hirelings
« on: March 05, 2016, 02:08:00 PM »
In my bid to unintentionally dominate every discussion topic I just came up with a rather interesting idea that might help make each spacecraft feel like home:

You hire crewmembers to fill passenger slots. Each crew member can have specialties that can aid you. One might be good at using turrets, which will give you a slight increase on recharge time, damage, whatever. Another might be a first aid expert which will increase the time that mortal wounds take before they kill you, allowing you to get to an autodoc (though they can't do this indefinitely). Others increase sensor range slightly, or give you bonus to negotiation if you accidentally hit a friendly, or once in a while give you inside trading tips as if there were extra news bulletins, or help repairs go more quickly, or recharge shields slightly faster, or increase salvage yields, or chance that asteroids will yield materials, or slowly alter faction standings, or reduce fines... that sort of thing. One character might have multiple skills to increase their usefulness.

The tradeoff is paying them like you do mercs, though not as much, and losing a passenger slot that you could have used for missions. If you can't pay or won't, they'll get dropped off at the next planet you land on, and if you trade ships they'll be standing next to your ship in the docking area, where you decide who is going to stay by talking to them and basically hiring them again.

I'd say that they either hang around at the bar, or maybe hotels will have a little area on each planet where one will hang out.

5
Development Discussion and Suggestions / Planet Ideas for the Peoples
« on: March 03, 2016, 12:53:11 PM »
Few ideas for planets, just for the heck of it:

A station that's the shape of a ring that surrounds a jump portal. Like they're studying it, but also providing ship support. You hit J to jump, C to contact them to land like normal. Maybe they produce products and buy products that aren't normally bought and sold at high volumes.

A hidden retro planet nestled in an asteroid field, just a bit away from a beacon. Tends to swarm with retro encounters. If you manage to wipe out retro encounters, or pirates or confeds take over, that counts as destroying the retro "fleet". So their faction would be a game-wide increase in retro encounters, and taking this out would reset their encounters to a low level until they rebuild.

A planet that is building or rebuilding a major city, so they always accept pre fabs, construction, computers, communications, advanced fuels, etc, but at decreasing rates, as in their economy becomes saturated and maybe changes to accept other things as it gets richer. Would be really cool if industries developed over time depending on what trade they got, but I think all my economic wishes should be focused into my own projects, since I seem to want to make an economic simulator more than blow stuff up half the time :)

A star that slowly degrades shields when you're in its coronoa. There's a base there that gives you high prices on a lot of things, but you need a strongly shielded ship to be able to fly there.

A terminal on one planet that accepts slaves for free so they can be rehabilitated, in exchange for increasing their faction rating, which lets you carry slaves without being attacked by authorities. Some people could use this to abuse the good will of the faction in order to trade in human beings, while others will use it to start to get missions from the faction on that world to free others through boarding actions.

A few planets that are hideouts for pirates, Kilrathi, retros, etc allowing for shootouts on a planetary surface. Might use the "can't see stuff unless standing there" tiles to obscure targets hiding in corridors. Maybe mission based, part of a faction that focuses on ground combat. You could also run illegal goods to these locations if your faction standing with pirates, say, is decent. They could also be inhabited by Confeds or Militia if the system they're in is currently occupied by enemy factions.

A Stock Exchange terminal where shares in commodities can be bought and sold based on the net indexes of all legal planets. Enemy faction takeovers cut that planet out of the market, which means prices can drop or go up due to warfare.

A wrecked spaceship, similar to the casino ship, where some of these weird terminals can exist, along with an eclectic group of pirates, Kilrathi, militia etc, all exiles and rebels with no other place to call their own. Offers unique services, even minor gambling, but can be blown up. If it is, you get faction bumps from many factions at the loss of all those services.

Debris fields, which yield space salvage, advanced fuels, and other random goods if you mine them like asteroids.

Mine fields that explode like dumbfire missiles if you run into them, with a chance for AI ships to also set them off.

Anyway, hope that stimulated some imaginations, at least.

6
General / Mining Ship, sort of
« on: February 26, 2016, 11:24:11 AM »
So... I forget if others have said this, but I've found a way to make the game a bit more like Eve Online. I basically set my drayman with a cargo scoop at velocity 10 and just have it plow through an asteroid field while I do other things on the computer. It's kind of silly but I think it's the only way you reliably can automatically get resources as if you were using a mining ship. Now if only there was a way to increase the reliability of getting minerals...

7
Development Discussion and Suggestions / Too much pepper
« on: February 22, 2016, 01:58:22 PM »
I have a character that's blinded by pepper spray and they're basically... Should I start over? I've got some pirate guests on board slowly punching me to death and I can't even fire blindly at them. I can't tell if there's some way to fight back. You'd think one would be able to flail at melee attackers, at least, or pull the pin on a grenade maybe.

Oh well, that's what I get for pretending I'm being nice by picking up ejected pilots but really harvesting them for their credits :)

8
Everything Else / Any underdog free trader games?
« on: February 10, 2016, 05:36:56 PM »
Are there space games that you all have encountered where you're not allowed to fly wherever you want? Like imagine the current version of ASCII where the pirates run everything, and you have to sneak from place to place to try to get past patrols, rather than going to pretty much every spot and only getting trouble if you run illegal goods. Or imagine playing a Han Solo type during the time around Episode IV, where you've got pressures from employers and authorities while the rebel organization is making the authorities clamp down on things.

You tend to run into free trader games where things are pretty unrestricted in that respect. I think that added tension might make things more interesting. I'm not quite thinking of stuff like Starflight by the way, but I guess that's as close as I've played since space isn't policed. And I don't mean EVE, I guess. Just single player stuff.

9
Bugs / Weird Confed Behavior
« on: February 04, 2016, 12:24:55 PM »
I'd never really been in quite this situation before, so maybe it's a long-standing thing, but I jumped into a system with the starting tin-can and noticed a hostile craft. I decided it was best to just run and hope that things would reset when I jumped back in again (they didn't, the same situation was persistent). As I was jumping out, though, a confed ship (G, I don't remember the name) appeared and started fighting the craft.

When I jumped back in, they seemed to still be fighting, but only for a second before the G zipped away, leaving me to fight the Dralthi. I didn't survive, but I'm wondering why the confed would leave an immediate battle. Do their targets reset despite being persistent when you jump back in? Are targets selected randomly, and does proximity come into play? I didn't notice any other hostiles in the area, but with starting radar it's not easy to be sure what might have been out there.

Usually when I played I had the perception that confeds usually dealt with what was in front of them. This wouldn't always make sense, but in this particular instance it would have been appreciated :)

10
Everything Else / Spoiler Warning for Star Wars
« on: December 22, 2015, 12:51:41 AM »
Reply if you've seen Star Wars :)

I have, but I won't say much until I know people want to talk about it :)

11
Quest Development / Boarding and Quest Design
« on: August 12, 2015, 04:56:21 PM »
I was curious how much is possible with the current build as far as quest development as opposed to, I guess, a few iterations ago. I remember wanting boarding events or boarding missions or something, and I noticed in the instructions there's a boarding trigger, but I'm unsure how much we can do with boarding in missions altogether, like what the limitations might be. The best way to know this would be me experimenting, I know, but if anyone has a quick reflection on what they've already done it'd help me understand better. Lalala.

12
Everything Else / Objects in Space, No Man's Sky, others?
« on: July 05, 2015, 10:15:02 AM »
On the old topics we used to have here about finding cool space games:

http://objectsgame.com/

It's the first time I've ever heard the term "modempunk", but I think I might understand what they mean. Also, it's primarily about trading and avoiding rather than open confrontation, probably because open confrontation is often deadly. They liken the combat to being in a submarine... I don't know what real space combat would be like, but the idea that you're staring at monitors and trying to figure out if there's a threat makes some sort of sense to me.

Anyone else hear of this? Any other games out there that you've been playing or have read about? Obviously No Man's Sky is a big thing.

13
General / Just being sociable
« on: March 07, 2015, 08:09:22 PM »
How is everyone?

I'm going to try the new build of ASCII in a bit. Looking forward to just starting from scratch. I think enough time has passed that it'll all feel a bit new to me. Though I'll probably wind up doing the same cargo-focused setup that I always seemed to do.

14
Everything Else / Unhidden Assets
« on: June 25, 2014, 11:43:47 PM »
This is me, pointing out Hostile Takeover's titular makeover into Hidden Asset:

http://forums.tigsource.com/index.php?topic=14419.135

Keep at it, CK!

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