Mission Idea - "Galactic Exploration Aid"
Posted: Sat Jan 17, 2015 3:18 pm
Just had an idea for another mission type "Galactic Exploration Aid". I envision it as a "mother of all missions" type, sort of like a multi-stage mix of Package delivery and Taxi missions (with some deployable cargo if possible) with the biggest reward at the end.
So the stages of the mission would be the following:
1. "Recon" - find a suitable planet and collect samples (1 way trip (the script will pick an uninhabited planet x LY away in the same way it picks target planet for any other mission type only uninhabited in this case, onLanded activate next stage)
2. "Deliver collected samples" back to the client (1 way trip, onDocked next stage)
3. "Deliver exploration team" (1 way Taxi (passengers+cargo(basic exploration kit: some food, medicine and equipment)), onLanded next stage)
4. "Deliver Supplies" (Cargo, the exploration team will ask for extra supplies (x tons of food, medicine and equipment), it is up to the player where to buy them as long as they are delivered to the team's camp), onDocked next stage
5. "Deliver Data" (Exploration team will ask to deliver data that they had gather to their company HQ, 1 way small package delivery to the station where mission initially started, MissionEnd1, Reward1).
Alternatively we could even crank it up a notch with a bit of space colonization simulation with further stages:
6. "Deliver colonists" (Big Taxi and Cargo task that will require from a player to have a big ship to be able to deliver all the items required, on Docked MissionEnd2, Reward2 or MissionEnd3 and Reward3)
This is just a skeleton concept which shouldn't be to hard to code, each stage being just a slight variation of the mission types already in game, they could even be split into smaller stand alone missions that could be offered to players with less XP.
Ideally I'd like to see some dynamic features with evolving infrastructure and some deployable equipment. Something like this:
a) After landing on a planet a Beacon (static 3D model required) is place on the ground to mark future landing site (player should be able to select it as a target next time same way as cities are targeted);
b) After delivering Exploration team to the Beacon (stage 3) a Planetary Exploration Vehicle (3dDmodel required, static or even dynamic, based on a ship with very weak engines and no hyperdrive) is deployed (replacing Beacon model with PEV model if static 3D model or spawning a PEV next to the beacon if modelled as a ship);
c) When returning with supplies for the Exploration team (stage 4) player could find PEV (or beacon if PEV was modelled like a ship, with PEV landed or flying nearby) replaced by a basic exploration camp (something like a very basic space station that can already be docked with, with minimum features for example only re-fueling and repairs). Some 3D model will be required for that (A couple of inflatable Living modules, Power unit, Antena, Hangar, some fuel storage tank, basic landing pad).
d) After delivering Colonist (stage 6) basic exploration cam could turn into fully featured "Semi-Permanent" space station.
A little bit on the "Semi-Permanent Space station" idea. If you notice I have marked several Mission Ends with ends 1 and 2 ending as any other mission does, i.e mission ends player gets regular reward (money+xp). While Mission End 3 I imagine as if Player was invited to participate in Galaxy Exploration Program and offered "colony shares" as a reward. Which would mean that the player will receive such and such amount of money (shares from the profit made by colony) every several months/years while in return Player will have to support the colony, i.e. every once in a while the game would generate a "Supply" type of mission where a player would have to deliver a certain amount of goods to the colony, and if Player decided to ignore it once the colony would "shrink" reducing player's pay, if ignored for the second time - the colony would die and get's cleared from database. That way we could prevent a Player from creating an infinite number of colonies which could be too much stress for game performance.
So the stages of the mission would be the following:
1. "Recon" - find a suitable planet and collect samples (1 way trip (the script will pick an uninhabited planet x LY away in the same way it picks target planet for any other mission type only uninhabited in this case, onLanded activate next stage)
2. "Deliver collected samples" back to the client (1 way trip, onDocked next stage)
3. "Deliver exploration team" (1 way Taxi (passengers+cargo(basic exploration kit: some food, medicine and equipment)), onLanded next stage)
4. "Deliver Supplies" (Cargo, the exploration team will ask for extra supplies (x tons of food, medicine and equipment), it is up to the player where to buy them as long as they are delivered to the team's camp), onDocked next stage
5. "Deliver Data" (Exploration team will ask to deliver data that they had gather to their company HQ, 1 way small package delivery to the station where mission initially started, MissionEnd1, Reward1).
Alternatively we could even crank it up a notch with a bit of space colonization simulation with further stages:
6. "Deliver colonists" (Big Taxi and Cargo task that will require from a player to have a big ship to be able to deliver all the items required, on Docked MissionEnd2, Reward2 or MissionEnd3 and Reward3)
This is just a skeleton concept which shouldn't be to hard to code, each stage being just a slight variation of the mission types already in game, they could even be split into smaller stand alone missions that could be offered to players with less XP.
Ideally I'd like to see some dynamic features with evolving infrastructure and some deployable equipment. Something like this:
a) After landing on a planet a Beacon (static 3D model required) is place on the ground to mark future landing site (player should be able to select it as a target next time same way as cities are targeted);
b) After delivering Exploration team to the Beacon (stage 3) a Planetary Exploration Vehicle (3dDmodel required, static or even dynamic, based on a ship with very weak engines and no hyperdrive) is deployed (replacing Beacon model with PEV model if static 3D model or spawning a PEV next to the beacon if modelled as a ship);
c) When returning with supplies for the Exploration team (stage 4) player could find PEV (or beacon if PEV was modelled like a ship, with PEV landed or flying nearby) replaced by a basic exploration camp (something like a very basic space station that can already be docked with, with minimum features for example only re-fueling and repairs). Some 3D model will be required for that (A couple of inflatable Living modules, Power unit, Antena, Hangar, some fuel storage tank, basic landing pad).
d) After delivering Colonist (stage 6) basic exploration cam could turn into fully featured "Semi-Permanent" space station.
A little bit on the "Semi-Permanent Space station" idea. If you notice I have marked several Mission Ends with ends 1 and 2 ending as any other mission does, i.e mission ends player gets regular reward (money+xp). While Mission End 3 I imagine as if Player was invited to participate in Galaxy Exploration Program and offered "colony shares" as a reward. Which would mean that the player will receive such and such amount of money (shares from the profit made by colony) every several months/years while in return Player will have to support the colony, i.e. every once in a while the game would generate a "Supply" type of mission where a player would have to deliver a certain amount of goods to the colony, and if Player decided to ignore it once the colony would "shrink" reducing player's pay, if ignored for the second time - the colony would die and get's cleared from database. That way we could prevent a Player from creating an infinite number of colonies which could be too much stress for game performance.