Player bases
Posted: Thu Oct 13, 2016 4:48 pm
This has come up again but I had the idea so I'd better make a note of it quickly:
You'd add the players base, and what modules it had to this "system extension" and when the game went to build a system it would build it from the generated/custom system as usual, then add the bases at the end.
This would then need adding to the save game but at this point it's just some extra data about location, what modules are available and possibly what stock/inventory is there, can other ships dock? Could that be saved too?
The player would place down the base with a landing pad, then leave to get more modules, you'd need a few basic ones just get it doing anything, then you'd add mining, refinement and manufacturing modules to allow you to collect things. This seems more realistic than just dropping a mining machine on a planet.
I suppose then you could have upgrades to each module to improve performance or expand repertoire of abilities.
Anyway each new module added would appear physically around the pad much like the city stuff does.
... discuss, I guess :)
Now how could this work, well we'd have to store the "base" somewhere, possibly and addition to the custom systems? Or a parallel type too it that handles saved/loaded customisations... probably the latter.<FluffyFreak> since we're discussing pie in the sky ideas
<FluffyFreak> you'd have to build a base, it'd work a bit like a city, you'd put down a landing pad...
<FluffyFreak> ...then bring in other modules which would be built around it (like city buildings are)...
<FluffyFreak> everytime you dock you'd get the comms menu but one for your base with different screens depending on modules you've added
<clausimu> FluffyFreak: that would be fantastic!
* FluffyFreak is starting to think he's built a cross to carry...
<clausimu> but is that even doable with the current way the universe/bases are done procedurally?
<FluffyFreak> so lets think a bit more, modules would be mining, manufacture, repair, trade?
<clausimu> If each one is a single module - you would need a huge ship to transport them.
<FluffyFreak> clausimu yes I think so though some stuff might need data adding like custom systems would need to have your base dynamically added to it etc
<ecraven> i can just comment on eve online economy.. it is hard to manufacture things cheaper than they are on the market, unless you go for scale
<FluffyFreak> clausimu two words: "flat pack" ;)
<clausimu> :)
<MeanSurray> FluffyFreak: Don't forget power generation for the base.
You'd add the players base, and what modules it had to this "system extension" and when the game went to build a system it would build it from the generated/custom system as usual, then add the bases at the end.
This would then need adding to the save game but at this point it's just some extra data about location, what modules are available and possibly what stock/inventory is there, can other ships dock? Could that be saved too?
The player would place down the base with a landing pad, then leave to get more modules, you'd need a few basic ones just get it doing anything, then you'd add mining, refinement and manufacturing modules to allow you to collect things. This seems more realistic than just dropping a mining machine on a planet.
I suppose then you could have upgrades to each module to improve performance or expand repertoire of abilities.
Anyway each new module added would appear physically around the pad much like the city stuff does.
... discuss, I guess :)