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General Info => Ideas & Suggestions => Topic started by: tom1499 on January 12, 2012, 07:23:14 am

Title: Abandoned Cruisers
Post by: tom1499 on January 12, 2012, 07:23:14 am
I think abandoned cruiser's would be awesome.For example;being able to board an old cruiser,drifting in space,with wires hanging from the ceiling and dark corridors.When you reach the bridge you'd have to power up the ship,by travelling through the eerie med bay and the overgrown Arboretum to the engine room.You do a bit of welding and suddenly the engines jump to life and roar ear-deafeningly.All the lights flicker to life and you hear fans go as life support comes online.The advantages of this is you could gather fuel and ammo or,in multiplayer,another ship to your fleet. 
Title: Re: Abandoned Cruisers
Post by: MrVorgra on January 12, 2012, 07:49:07 am
yes and there would be that many short Circuiting that you would probably fry everyone in the ship
Title: Re: Abandoned Cruisers
Post by: Rocket Fiend on January 12, 2012, 10:11:13 am
Bit of a downer, aren't you Vorgra? ;]

I love the idea of being able to board derelict ships. Depending on the route BR takes, having that kind of random encounter would be excellent. Especially as a resource and tech gathering option.

There was an older game (Escape Velocity) that had such random encounters. Though, more often than not, the derelict ship had been left there by pirates as a trap. Once boarded their fleets would jump into the system and engage you.
Title: Re: Abandoned Cruisers
Post by: Me2005 on January 12, 2012, 12:29:13 pm
Bit of a downer, aren't you Vorgra? ;]

I love the idea of being able to board derelict ships. Depending on the route BR takes, having that kind of random encounter would be excellent. Especially as a resource and tech gathering option.

There was an older game (Escape Velocity) that had such random encounters. Though, more often than not, the derelict ship had been left there by pirates as a trap. Once boarded their fleets would jump into the system and engage you.

Escape Velocity rocks. Did you play NOVA or just classic?

Derelict ships should definitely exist, but not be limited to just one class.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 12:33:16 pm
I'd love to see this in the game. Especially if its all different types of ships in different states of decay. You might luck out and find a fairly intact ship that you could scrap or repair and use for yourself. Or find something blasted to pieces and only good for target practice.
Title: Re: Abandoned Cruisers
Post by: theallmightybob on January 12, 2012, 12:34:25 pm
I think we could even take this futher and have randomly generated ship grave yards. They would be great places to salavge old parts.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 12:36:15 pm
Or ambush other players to steal their ships  ;D
Title: Re: Abandoned Cruisers
Post by: theallmightybob on January 12, 2012, 12:48:18 pm
Yeah but I want more then one sorce for the stock at "crazy bobs discount engine parts and reactor emporium" that and ship grave yards would be a good place for pirate bases.
Title: Re: Abandoned Cruisers
Post by: Rocket Fiend on January 12, 2012, 02:10:15 pm

Escape Velocity rocks. Did you play NOVA or just classic?

Derelict ships should definitely exist, but not be limited to just one class.

I played (and still play) every Escape Velocity I could get my hands on. (EV, EVO, and EVN.) All of them hold a special place in my heart, still. Haha. I wish someone would make a multiplayer version, somehow.

I agree about the classes, it should be all manner of derelict ships.
Title: Re: Abandoned Cruisers
Post by: Zerebo on January 12, 2012, 04:37:16 pm
Well you could make even a gamemode (or better mod) out of it:  ;)
Quote from: Viken
Me and Zerebo were talking about stuff in the IRC when we came across this nifty idea.

"SPACE DUNGEON" (MP):
Various settings controlled by the Dungeon Master/Horror Master (as dubbed by Zerebo), where the DM builds a ship, spacestation, or whatever and customizes it with traps, hidden objectives... just about anything under the sun.  The other players then have to escape, or die.  Flickering lights, slamming doors, and hidous traps are a must!

Also, it would prove to be a nice way to make custom-created Quests and notable locales in-game. Haha.

But abandoned ships are a must. Great places for some fun quests, fighting or just looting.
Title: Re: Abandoned Cruisers
Post by: Me2005 on January 12, 2012, 05:02:19 pm
Well you could make even a gamemode (or better mod) out of it:  ;)
Quote from: Viken
Me and Zerebo were talking about stuff in the IRC when we came across this nifty idea.

"SPACE DUNGEON" (MP):
Various settings controlled by the Dungeon Master/Horror Master (as dubbed by Zerebo), where the DM builds a ship, spacestation, or whatever and customizes it with traps, hidden objectives... just about anything under the sun.  The other players then have to escape, or die.  Flickering lights, slamming doors, and hidous traps are a must!

Also, it would prove to be a nice way to make custom-created Quests and notable locales in-game. Haha.

But abandoned ships are a must. Great places for some fun quests, fighting or just looting.

Sounds like Space hulk. (http://www.boardgamegeek.com/boardgame/54625/space-hulk-third-edition)

....

I played (and still play) every Escape Velocity I could get my hands on. (EV, EVO, and EVN.) All of them hold a special place in my heart, still. Haha. I wish someone would make a multiplayer version, somehow.

Sadly, Matt Burch has said (repeatedly) that there won't be an MP/3d version of the game. If I knew how to program, I'd give it a go- the series is probably one of my all-time favorite game titles. The complexities involved in an MP version would be a blast to try to tackle (how do you deal with captured planets? Player-piracy? Governments?)... Well, that's another topic for another day (or the EV dev forums...).
Title: Re: Abandoned Cruisers
Post by: Cruxador on January 12, 2012, 06:24:20 pm
Yeah, we need abandoned ships and space hulks. I agree with Vorgra's implication that refurbishing one safely should be a non-trivial endeavor, but hacking off bits that look like they work and taking them to your own ship should be easy. Of course, we don't have things like warp demons and genestealers to populate these with. We need to figure out why a ruined ship would be drifting around unclaimed, and hazardous creatures and situations to make claiming it more than a case of "free money!".
Title: Re: Abandoned Cruisers
Post by: Zerebo on January 12, 2012, 06:40:27 pm
Yeah one of the problems with X. Finding the position of an abandoned ship gives you more money then 10 hours of trading with a cheap frighter. Most of the time it isn't even dangerous.
Made you feel really stupid for even trying to make at the start money any other way.

So yes abandonned ships should be dangerous and not only free money.
There could be stuff like:
-Pirates claiming that ship
-Whoever lost that ship trying to salvage it
-Space anomalys and dangerous places like black holes, deadly nebulas, ships close to a star, fast asteroid fields
-Space plants that are hard to remove, sitting on every system and making the ship unusable (could even fight back)
-Ships with still working security and security bots. (Crazy A.I.?!)

 
 
Title: Re: Abandoned Cruisers
Post by: Me2005 on January 12, 2012, 06:54:22 pm
Yeah, we need abandoned ships and space hulks. I agree with Vorgra's implication that refurbishing one safely should be a non-trivial endeavor, but hacking off bits that look like they work and taking them to your own ship should be easy. Of course, we don't have things like warp demons and genestealers to populate these with. We need to figure out why a ruined ship would be drifting around unclaimed, and hazardous creatures and situations to make claiming it more than a case of "free money!".

Putting hostile aliens on a ship would be easy enough; but my reasoning for why ships would be abandoned is simple: Someone shot up some critical system, and the ship limped/crashed into an orbit. Or the ship was busted up after entering orbit; my feeling is that all combat will occur in/near orbits of larger structures/planets. Think the Andromeda - it was caught in a gravity well and (almost) everyone abandoned ship. Or some idiot captain ran them out of fuel/propellant/energy and they were in orbit in a place where there wasn't any fuel to be had (for the engines, reactors, or the FTL drive), so everyone died a slow, horrible death. Since fuel is a huge majority of the mass of a ship IRL, it's unlikely you're carrying enough to refuel a ship unless it's much smaller than your own (or unless the dev's bend the rules and make it so you don't need to carry 1/2 or more of your ship's mass in fuel; which would be reasonable for orbital maneuvers). Making the ships only appear in areas where fuel is hard to obtain would make it very difficult to salvage any large ship. Especially if you allow 'radiation damage' to all the critical electronics and maybe even the main reactor/FTL drive.

My question for the depth here is one I've had before -how much are we expecting this game to be an in-depth FPS and how much an in-depth "build-your-own-spaceship" sandbox? We've had lots of discussions about FPS-esque aspects to the game, but I'm not sure that it'll be that in-depth. If we're lucky, we'll get 'build-your-own-weapons' and transporters for boarding actions. I'd like to see derelicts because they'll add flavor, but making them into a game of their own isn't really likely to happen until way down the road.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 07:08:21 pm
I don't think all abandoned ships would necessarily be in orbit. There could be abandoned ships that are still powered on a runaway course because the crew lost control, or a wrecked ship floating off to wherever as the result of a space battle or collision with something.

Also what about automated ships that never had a crew in the first place and either lost power or had some sort of navigational error
Title: Re: Abandoned Cruisers
Post by: SnowDragon on January 12, 2012, 07:13:57 pm
"It could fly off into deep space and hit someone in ten thousand years!"

Right now, I'm imagining a dead ship blown miles of course just plowing into your ship like a goddamned asteroid.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 07:19:09 pm
Getting hit by an abandoned space freighter would be a really bad day  :o

But since were talking about abandoned ships what about deserted space stations as well. Why not have abandoned mining platforms, or long deserted military outposts from a faction that no longer exists.
Title: Re: Abandoned Cruisers
Post by: SnowDragon on January 12, 2012, 07:21:00 pm
With some lone survivor who went nuts and shoots at anything that moves.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 07:27:16 pm
Yes but only if he has a necklace made of ears  :P
Title: Re: Abandoned Cruisers
Post by: Matz05 on January 12, 2012, 07:29:19 pm
Ears?
Title: Re: Abandoned Cruisers
Post by: Me2005 on January 12, 2012, 07:29:48 pm
I don't think all abandoned ships would necessarily be in orbit. There could be abandoned ships that are still powered on a runaway course because the crew lost control, or a wrecked ship floating off to wherever as the result of a space battle or collision with something.
Getting hit by an abandoned space freighter would be a really bad day  :o

But since were talking about abandoned ships what about deserted space stations as well. Why not have abandoned mining platforms, or long deserted military outposts from a faction that no longer exists.

I think you've seen the error of your ways. I'm all for abandoned (insert thing here); it should probably be heavily damaged and stationary/in orbit though, otherwise you'll never find it and it'll be a drain on system resources for something you'll never see (the comp. has to plot a course for that runaway SH that the player hasn't found and is lightyears away from...).
Title: Re: Abandoned Cruisers
Post by: Matz05 on January 12, 2012, 07:33:14 pm
Yeah, we can assume that all the runaways got captured by something or other and either orbited or crashed.

A planet in an area with a lot of space hazards WITHOUT their own gravity could be expected to have more wrecks on it...
Title: Re: Abandoned Cruisers
Post by: SnowDragon on January 12, 2012, 07:34:26 pm
Not so much a drain on system power. It doesn;'t have to be actually running away until the player encounters it, so you could code it in as a random encounter upon entering a new sector of space. Miss it on it's flight path (Which would be slow to increase chances of pickup) And it's gone into cybernetic oblivion.
Title: Re: Abandoned Cruisers
Post by: Me2005 on January 12, 2012, 07:38:36 pm
Not so much a drain on system power. It doesn;'t have to be actually running away until the player encounters it, so you could code it in as a random encounter upon entering a new sector of space. Miss it on it's flight path (Which would be slow to increase chances of pickup) And it's gone into cybernetic oblivion.

Space being so huge though, you're not likely to find a ship on a random encounter and programming them in is a waste IMO. Especially when most players should be FTLing between planets/stations/etc, and such wrecks would be in orbit if they were that close to a planet.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 07:45:07 pm
That's the whole point Me2005 why should it always be easy to find. If every abandoned thing was in orbit of something it would be relatively easy loot (minus the space pirates, aliens, crazy people, etc etc). I have no problem with an abandoned object being stationary, and you're probably right that the game might not be able to handle these things flying about, I would just prefer to have them scattered randomly, or even be the result of other players abandoning projects for whatever reason.
Title: Re: Abandoned Cruisers
Post by: SnowDragon on January 12, 2012, 07:47:00 pm
Hell, I might leave a frigate stuffed to the brim with explosives just to watch someone stumble into it, only to get blasted into the next galaxy so I can nick their shit.
Title: Re: Abandoned Cruisers
Post by: Migratory on January 12, 2012, 07:55:14 pm
I think it is important to have some ships in deep space/solar orbit, because most places of interest are in orbit around planets. Because they are proceduraly generated, they cause no load until you find them. I imagine that people would find them by FTLing to some open space and doing a long range sensor scan. If you find one you go to it, if you don't you FTL somewhere else and try again.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 07:57:46 pm
Hell, I might leave a frigate stuffed to the brim with explosives just to watch someone stumble into it, only to get blasted into the next galaxy so I can nick their shit.

You read my mind, I'm totally going to make ships just to booby trap them to get their stuff
Title: Re: Abandoned Cruisers
Post by: Me2005 on January 12, 2012, 07:57:56 pm
That's the whole point Me2005 why should it always be easy to find. If every abandoned thing was in orbit of something it would be relatively easy loot (minus the space pirates, aliens, crazy people, etc etc). I have no problem with an abandoned object being stationary, and you're probably right that the game might not be able to handle these things flying about, I would just prefer to have them scattered randomly, or even be the result of other players abandoning projects for whatever reason.

I still think they should be rare and random; I just don't think they should be in the middle of open space. Maybe they should even be near backwater, otherwise worthless planets/moons (no ability to refuel); but still not in open space.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 08:02:02 pm
I totally agree they should be rate unless you have lots of players who abandoned their ships for various reasons and those would probably be clustered in fairly visited areas. But I don't see why can't have the odd abandoned ship out in the middle of nowhere. The incentive to find these ships could be that they carry ridiculous amounts of wealth making them an Easter egg of sorts. Something that you have to be very lucky to find
Title: Re: Abandoned Cruisers
Post by: Hyperion on January 12, 2012, 08:15:42 pm
So, whos up for building the lost Katana fleet?
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 12, 2012, 08:27:31 pm
I'm in but I don't think I could build the whole fleet myself
Title: Re: Abandoned Cruisers
Post by: Strait Raider on January 12, 2012, 08:28:44 pm
Sure you could. Copy, paste, copy, paste, copy...

Kudos for bringing up the Katana Fleet.


I'd also like to chip in that space enterprises are expensive undertakings, and it is possible there would be a considerable number of abandoned ships and facilities whose owners simply ran out of money, or determined that the cost to bring them in for salvage was less than they were worth.
Title: Re: Abandoned Cruisers
Post by: Migratory on January 12, 2012, 08:50:26 pm
Good point Strait Raider. Abandoned facilities as a result of economic disaster provide an excelent explanation for the ships that are still mostly functional.

For example, when Startup Miners co. discovered a field of extremely valuable plutoneum-rich asteroids, they built a small station and had a supercarrier jump in with a cargohold of cheep mining ships. The reason these ships are so cheep is that they have no FTL systems. Startup Miners co. relies on one small freighter to bring plutoneum ore to market. However, when Well-Established Mining Corp. heard about the asteroid field, they brought their ramscoop-equipped, 2-km wide supercapital in to scoop up all the asteroids. Startup Miners co. went bankrupt, and could barely afford to evacuate their own personel. And that's the story of how you found a fleet of perfectly good short range mining ships and a small station in the middle of nowhere.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 13, 2012, 03:08:42 am
Not really an abandoned ship but something I saw on an old episode of Star Trek that might work well with this game is a sleeper ship. Basically an automated ship full of people in hibernation heading off to some distant mining colony
Title: Re: Abandoned Cruisers
Post by: Zerebo on January 13, 2012, 03:43:50 pm
Split and made a new thread for scanners here:
http://forums.blockaderunnergame.com/index.php?topic=558.0
Title: Re: Abandoned Cruisers
Post by: theallmightybob on January 13, 2012, 04:05:34 pm
Not really an abandoned ship but something I saw on an old episode of Star Trek that might work well with this game is a sleeper ship. Basically an automated ship full of people in hibernation heading off to some distant mining colony

we should just start a thread for random encounter Ideas. i like th sleepr ship idea. it would be funny if they started their journy before FTL and its just a big slow moving hulk ship floating to a planet that was allready colonized before it will ever get there.
Title: Re: Abandoned Cruisers
Post by: Czorio on January 13, 2012, 05:28:26 pm
been following this thread for a while, all i can see in my head is an episode of Star Trek where they find a derelict anything and have about an hour of adventure there. then they loot it or leave/destroy it.
Title: Re: Abandoned Cruisers
Post by: mamastoast on January 14, 2012, 02:26:23 pm
What I'd really like to see is ship "dungeons". like abandoned ships floating in spae that are randomly gen'd (within limits) to work like a dungeons crawl. So once you board there could be enemies of any kind aboard, there could also be nothing, or maybe even other challenges. This way each of these ships could contain their own little adventure :)

If this was implemented, people could also upload these kinds of "dungeons" they've made themselves, for the devs to add as rare encounters if they meet the standards
Title: Re: Abandoned Cruisers
Post by: DEFCON on January 14, 2012, 02:28:39 pm
What I'd really like to see is ship "dungeons". like abandoned ships floating in spae that are randomly gen'd (within limits) to work like a dungeons crawl. So once you board there could be enemies of any kind aboard, there could also be nothing, or maybe even other challenges. This way each of these ships could contain their own little adventure :)

If this was implemented, people could also upload these kinds of "dungeons" they've made themselves, for the devs to add as rare encounters if they meet the standards

Like in Mass Effect 1 (or was it 2?)
Title: Re: Abandoned Cruisers
Post by: mamastoast on January 14, 2012, 02:30:00 pm
mmm I  honestly don't remember how it worked in ME :)
Title: Re: Abandoned Cruisers
Post by: Cruxador on January 14, 2012, 05:39:44 pm
There were floating ships in ME1, but they were all manually generated and tied to quests. These should have the potential to be procedurally generated.
Yeah, we need abandoned ships and space hulks. I agree with Vorgra's implication that refurbishing one safely should be a non-trivial endeavor, but hacking off bits that look like they work and taking them to your own ship should be easy. Of course, we don't have things like warp demons and genestealers to populate these with. We need to figure out why a ruined ship would be drifting around unclaimed, and hazardous creatures and situations to make claiming it more than a case of "free money!".

Putting hostile aliens on a ship would be easy enough; but my reasoning for why ships would be abandoned is simple: Someone shot up some critical system, and the ship limped/crashed into an orbit. Or the ship was busted up after entering orbit; my feeling is that all combat will occur in/near orbits of larger structures/planets. Think the Andromeda - it was caught in a gravity well and (almost) everyone abandoned ship. Or some idiot captain ran them out of fuel/propellant/energy and they were in orbit in a place where there wasn't any fuel to be had (for the engines, reactors, or the FTL drive), so everyone died a slow, horrible death. Since fuel is a huge majority of the mass of a ship IRL, it's unlikely you're carrying enough to refuel a ship unless it's much smaller than your own (or unless the dev's bend the rules and make it so you don't need to carry 1/2 or more of your ship's mass in fuel; which would be reasonable for orbital maneuvers). Making the ships only appear in areas where fuel is hard to obtain would make it very difficult to salvage any large ship. Especially if you allow 'radiation damage' to all the critical electronics and maybe even the main reactor/FTL drive.
The thing is, there's no real reason why ships abandoned in situations like that wouldn't be reclaimed almost immediately.
Title: Re: Abandoned Cruisers
Post by: SnowDragon on January 14, 2012, 07:58:31 pm
It's economically unviable to sail out with a fleet of recovery tugs to tow it back to a base, get a skeleton crew to repair it, have an escort to prevent it from being raided... etc etc. Not only that, but it might be a ship blown way off course and ends up lost, the crew went rogue and eventually starved to death etc.

There's plenty of reasons, but you really don't need anything more than a handwave ("It's there because I say so!") because people will be too busy going "HOT FUCKING DAMN, FREE SHIP!".

...Course, There's stopping you from trying to repair it up and take it as your own.
Title: Re: Abandoned Cruisers
Post by: Hyperion on January 15, 2012, 03:51:11 am
Having the crew turned into zombies because of the Black Wing Virus would make any sane person just forget about the ship and hope they never see it again. Of course you wouldn't see hungry zombies unless you were inside the ship, making for some unexpected dungeon encounters.
Title: Re: Abandoned Cruisers
Post by: MrVorgra on January 15, 2012, 04:04:10 am
Id expect those zombies to decompose, unless they had a food supply
Title: Re: Abandoned Cruisers
Post by: Hyperion on January 15, 2012, 04:15:48 am
Well zombies might decompose, but the virus itself is still there. Of course its not just zombies you have to worry about, any number of highly contagious pathogens could be deadly to the extent that exterminating them would be very hazardous. So many places for a deadly disease to linger and hide on a ship. Remember folks, don't pet the giant amoeboids from planet Zerubos.
Title: Re: Abandoned Cruisers
Post by: SnowDragon on January 15, 2012, 07:00:57 am
Having the crew turned into zombies because of the Black Wing Virus would make any sane person just forget about the ship and hope they never see it again. Of course you wouldn't see hungry zombies unless you were inside the ship, making for some unexpected dungeon encounters.

Give this man a medal, he found a way to combine zombies with space battleships.
Title: Re: Abandoned Cruisers
Post by: Niwantaw on January 15, 2012, 08:14:13 am
Zombies would be good for a good for a good ten years or so
Title: Re: Abandoned Cruisers
Post by: SnowDragon on January 15, 2012, 08:16:14 am
Heck, if they don't breath and there's a hull breach they go on forever.
Title: Re: Abandoned Cruisers
Post by: [ZanMgt]Gabriel on January 15, 2012, 11:14:03 am
Abandoned ships in space (or on ground for that matter) will be a mission that you can do. I mean, come on, Firefly had it, so of course we will add it! ^^
Title: Re: Abandoned Cruisers
Post by: Strait Raider on January 15, 2012, 09:49:29 pm
Having the crew turned into zombies because of the Black Wing Virus would make any sane person just forget about the ship and hope they never see it again. Of course you wouldn't see hungry zombies unless you were inside the ship, making for some unexpected dungeon encounters.

Give this man a medal, he found a way to combine zombies with space battleships.

Combine zombies?

That would make them... Zombine.
Title: Re: Abandoned Cruisers
Post by: The Wolf on January 15, 2012, 10:26:37 pm
Am I the only one thinking about capturing these space zombies and unleashing them on an unsuspecting mining colony for my twisted amusement  ::)
Title: Re: Abandoned Cruisers
Post by: Strait Raider on January 15, 2012, 11:01:33 pm
Am I the only one thinking about capturing these space zombies and unleashing them on an unsuspecting mining colony for my twisted amusement  ::)

Not anymore.

But we know the first guy to blame when it happens. :D
Title: Re: Abandoned Cruisers
Post by: Atravim on January 16, 2012, 08:38:03 am
Having derelict ships scattered through space would be great, for singleplayer. But as I can imagine most people will be playing this online, therefore this sort of thing wudnt need to be generated as other players projects and battle wrecks would be generally left around for the next person to scrap off of. But a great thing that could be added is chances of alien infestations on these abandoned vessels, making the wreckage a dangerous place for one man crews. therefore these wreckages will be abandoned for longer slowly allowing the infestation to increase making that task harder as time goes by.
Title: Re: Abandoned Cruisers
Post by: Cruxador on January 16, 2012, 07:43:33 pm
Having derelict ships scattered through space would be great, for singleplayer. But as I can imagine most people will be playing this online, therefore this sort of thing wudnt need to be generated as other players projects and battle wrecks would be generally left around for the next person to scrap off of. But a great thing that could be added is chances of alien infestations on these abandoned vessels, making the wreckage a dangerous place for one man crews. therefore these wreckages will be abandoned for longer slowly allowing the infestation to increase making that task harder as time goes by.
Plenty of folks will play this single player. And online servers won't be that huge, so even there relying on players to provide all wreckage may be insufficient.
Title: Re: Abandoned Cruisers
Post by: Migratory on January 16, 2012, 10:38:13 pm
Especialy because players have this strange urge to recover what belonges to to them, no matter how damaged it is. Whereas if you were really living in the blockade runner world it probably wouldn't occur to you to track down your lost ship. Real people (or npcs that are supposed to be normal people) are always (on average) more conservative with their efforts than players.
Title: Re: Abandoned Cruisers
Post by: Me2005 on January 17, 2012, 12:46:13 pm
Especialy because players have this strange urge to recover what belonges to to them, no matter how damaged it is. Whereas if you were really living in the blockade runner world it probably wouldn't occur to you to track down your lost ship. Real people (or npcs that are supposed to be normal people) are always (on average) more conservative with their efforts than players.

That's most likely because if you really lost your ship in space, you are probably also lost in space, and thus can't go to the ship's rescue.
Title: Re: Abandoned Cruisers
Post by: Iago on September 03, 2013, 01:21:53 pm
i was thinking for multiplayer, that these hulks should not be random, but actual players/NPCs has been blown up/crashed/alien infestation(brr).
Minecraft can store 7000 times earth, so why not Blockade Runner? That way there will always be space wrecks to lewt.
Title: Re: Abandoned Cruisers
Post by: ASTRO-0 on September 06, 2013, 07:39:51 am
It sounds good on paper but like its been stated people tend to go find the stuff that they lost, so there wouldn't be that many ships laying around to find. example-people clear out their base in minecraft before finding a new one.
Title: Re: Abandoned Cruisers
Post by: BDX777 on November 25, 2013, 07:00:14 am
Bit of a downer, aren't you Vorgra? ;]

I love the idea of being able to board derelict ships. Depending on the route BR takes, having that kind of random encounter would be excellent. Especially as a resource and tech gathering option.

There was an older game (Escape Velocity) that had such random encounters. Though, more often than not, the derelict ship had been left there by pirates as a trap. Once boarded their fleets would jump into the system and engage you.

Escape Velocity rocks. Did you play NOVA or just classic?

Derelict ships should definitely exist, but not be limited to just one class.

I can imagine some really large derelict ships and there would be these really big side missions that are like mini story modes, and there would be monsters on the ships and it would give off that System Shock 2 vibe, it would be a blast.
Title: Re: Abandoned Cruisers
Post by: ASTRO-0 on November 29, 2013, 07:54:22 am
That would be amazing... :o
Title: Re: Abandoned Cruisers
Post by: elijahpederson on July 27, 2014, 12:37:27 pm
Am I the only one thinking about capturing these space zombies and unleashing them on an unsuspecting mining colony for my twisted amusement  ::)
Step 1: Obtain zombie virus. Step 2: Find prosperious trading station. Step 3: Unleash zombies onto trading station. Step 4: Get heavy weaponry. Step 5: Loot 'n' shoot
Title: Re: Abandoned Cruisers
Post by: Thadius Faran on July 30, 2014, 05:14:44 pm
NECROMANCY!!!!

Title: Re: Abandoned Cruisers
Post by: Commander Jackson on July 30, 2014, 10:25:09 pm

Step 1: Obtain zombie virus. Step 2: Find prosperious trading station. Step 3: Unleash zombies onto trading station. Step 4: Get heavy weaponry. Step 5: Loot 'n' shoot
NECROMANCY!!!!



When you say "necromancy" are you referring to the actions mentioned in the above post or the post itself?
Title: Re: Abandoned Cruisers
Post by: Aaron on July 31, 2014, 02:53:33 pm
All of them. O.O
Title: Re: Abandoned Cruisers
Post by: sirdabalot on August 21, 2014, 01:19:23 pm
I really like the scenario depicted in the OP. The only request that I'd have is that some ships would have some kind of diagnostics console that you'd fix first, then you'd get various other information like "hull leak in section 5b" and "O2 scrubber - offline" flashing in red. Yes I love flashing lights and sirens...

EDIT: Oh yeah, and if the ship hasn't got a diagnostics console, perhaps your own ships scanners could have a diagnostics mode? Just throwin' it out there.
Title: Re: Abandoned Cruisers
Post by: MrVorgra on September 28, 2014, 06:53:12 pm
I think one can be forgiven in the current situation of the forum, though once the forum begins to pick up again; necromancy should be questioned.
Title: Re: Abandoned Cruisers
Post by: Aaron on September 30, 2014, 03:56:50 pm
Yeah I might need to put these boards into the archive section as well. =P
Title: Re: Abandoned Cruisers
Post by: Cy83r on September 30, 2014, 09:08:31 pm
In the AI thread, which I think is still in the founders section, everyone gave me a neat idea.  There was a proposition for really simplified RNGs to establish how groups of ships fight each other and get damaged/destroyed without running a full cubic simulation as if a player were observing.  You can take that same idea and turn it into a, more or less, shipping and pirate tracker that runs these simplified skirmishes when pirates run over NPC freighters.  Any ships crippled/destroyed then become instances that players can stumble onto by luck or with good equipment and would create sections of space that are known to be heavily traveled, protected, and fought over where you can find large amounts of cheap space junk scattered about at the risk of running into pirates/scavs, an unfriendly fleet, or a trigger-happy merchant.

I mean random generation is fine and dandy, but if you can directly correlate these things with an actual biosphere in the game, it can provide a lot more depth and reuse a system that you or the mods have already sunk man-hours into- that is, since it seems like mods will at least try to make such a thing possible judging by the other thread.
Title: Re: Abandoned Cruisers
Post by: Me2005 on October 01, 2014, 07:31:51 pm
I mean random generation is fine and dandy, but if you can directly correlate these things with an actual biosphere in the game, it can provide a lot more depth and reuse a system that you or the mods have already sunk man-hours into- that is, since it seems like mods will at least try to make such a thing possible judging by the other thread.

This is more easily done by actually running the game during a battle between pirates and cargo vessels (or whatever), then scanning the resulting damaged vessel as a new vessel that may sometimes spawn on its own. Do it many times over several 'localities' (ship classes typical to certain areas) and you've got a very real-feeling random encounter generator with nearly 0% overhead processing required.
Title: Re: Abandoned Cruisers
Post by: Cy83r on October 02, 2014, 10:59:38 am
That sounds like a lot of processor power, wouldn't it less intensive on the overhead to have a low-level subroutine running in the background than adding an extra full combat simulation for each and every spawn?  I suppose it depends on what sort of server you're on if they have the resources to load that sort of thing, but that method can't be good for single computer systems, like single-player.
Title: Re: Abandoned Cruisers
Post by: Me2005 on October 02, 2014, 03:24:31 pm
That sounds like a lot of processor power, wouldn't it less intensive on the overhead to have a low-level subroutine running in the background than adding an extra full combat simulation for each and every spawn?

You'd do the simulating beforehand. So for every ship you want to have a derelict of, you'd first fight it and scan the result, saving it somewhere that these things are saved. Then you'd setup a system for adding the derelict ships to systems that type of ship would normally inhabit.

In order to be procedural, it'd need to be that the ships were assigned to some faction initially, and thus systems generated as owned by certain systems would have more of those ships. Boarders with other factions would have more derelicts from battle than non-boarders; though there might be some super-rare battle-or-mysteriously damaged ghost ships that spawn in/around core worlds. Then the systems would have an economic value, and that would determine how much activity there is and what kind (mining, shipping, passenger travel). High value systems with little faction strength would have more pirates, and thus, more derelicts. High value boarder systems would have more derelicts. Moderate-to-Low value systems with lots of pirates would have more derelicts.

Bam-pow, 2 numbers per system (or 5, if you use one each for which government, how strong, strength in each economic type), a few numbers assigned to redesigned ships (faction affiliation, ship type, economic type, odds of being derelict at any time, maybe free-spiritedness, though that might be better left as a faction thing), and you've got a system for generating derelicts reasonably realistically.
Title: Re: Abandoned Cruisers
Post by: Cy83r on October 02, 2014, 06:26:53 pm
One damage model per ship? (is that per aggressor ship?)  I would figure something similar to the way procedural asteroid generation is done, with tweaking to provide for a variety of weapon impact marks (but that depends on how unique the damage each weapon leaves is, so that's in the air), would be easier and provide some variety to the hulks to explore.
Title: Re: Abandoned Cruisers
Post by: Me2005 on October 03, 2014, 11:15:00 am
One damage model per ship? (is that per aggressor ship?)  I would figure something similar to the way procedural asteroid generation is done, with tweaking to provide for a variety of weapon impact marks (but that depends on how unique the damage each weapon leaves is, so that's in the air), would be easier and provide some variety to the hulks to explore.

You could easily make as many damaged models per ship as you wanted, providing you've got hard drive storage for them all. I'd say one *disabled* model per ship, 2-4 for ships that would frequently be targeted/disabled but aren't that interesting, few more than that for more interesting ships, plus a few unique 'encounter' type models for very interesting ships that are trapped/infested/etc.
Title: Re: Abandoned Cruisers
Post by: Cy83r on October 03, 2014, 04:41:38 pm
But still, you have to generate the things first, store them, and then load them; it just seems so... front-loaded.
Title: Re: Abandoned Cruisers
Post by: Me2005 on October 03, 2014, 05:23:44 pm
But still, you have to generate the things first, store them, and then load them; it just seems so... front-loaded.

Which is exactly what you want to do when you're pushing the limits as far as what computers can do; what with fully-destructible block-built entities traveling way too fast relative to each other. Especially if the front loading doesn't take that much space or effort to achieve.
Title: Re: Abandoned Cruisers
Post by: Cy83r on October 05, 2014, 02:27:04 pm
Dammit, that's a good point.
Title: Re: Abandoned Cruisers
Post by: RLS0812 on October 21, 2014, 02:07:24 am
In WarHammer 40K, abandon ships often times were exposed to "the warp" for a long time, and as such, had strange ( and deadly ) alien life on board.
 There was one instance of several hundred ( ? ) ships being fused together, and ranging in age from modern, to over 10,000 years old.
Title: Re: Abandoned Cruisers
Post by: Cy83r on October 21, 2014, 05:42:23 am
Space Hulks actually happen a lot in 40k and Orks are the ones who capture and make use of them most often, following behind are Genestealers, random aliens major and minor, Space Marine Terminators doing spring cleaning, and the odd Rogue Trader looking for profit