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Messages - TikTokToe

#1
Suggestions / Ideas / Re: Research and Other Divisions
August 11, 2021, 07:17:55 PM
So roles do not = skills; a role is simply assigned because a pawn has desirable skills for certain tasks/roles?   

If I get it, skills are then associated with typical roles?  For example quartermaster skills might include:

Efficient Packing (increases amount of cargo; increases viability
of cargo (e.g., preserving ice):

Efficient Loading (decreases the amount of damage from poorly packed cargo due hull breach, attack, and so on).

And a pawn can be assigned the role quartermaster because it has such skills compared to other available pawns.

If so - great!
#2
Suggestions / Ideas / Re: Exploration
August 11, 2021, 06:57:35 PM
Perhaps what you see is based on technology.   Just like actual seeing, there is much we don't see.   I might then be encouraged to revisit places after I reach a sufficient technological advancement.
#3
Suggestions / Ideas / Re: Rooms and Hull Breaches
August 11, 2021, 06:52:12 PM
I think 2, though aiming to conceptualize the concern. 

Suppose the ship is 2 (col) by 3 (rows) matrix (i.e., 2 dimensional ship).   Under 1, when the first middle row room is lost that makes the previous inner walls, the outer walls.  If correct, the  2nd middle row can now be breached and you end up with two ships.  Also, wouldn't I see now stars when a room is empty (i.e., when the ship moves, I now see relative motion where the room was?   Suppose neither will occurr - then isn't that just 2 (so something is keeping track of individual (x,y) room?   Perhaps the hull is a superstructure that remains of which rooms can come and go.

Perhaps each room is a (x,y, status, assignments): So if status = destroyed you'ld end up with Mike-ODA's blueprint via assignments). 

In the end - I would think of a breach as non-functional space with a memory of prior assignments and the opportunity to reassign.
#4
Quote from: Produno on July 05, 2021, 01:40:22 PM

You mean to show damage? All items will have some type of decal to show wear and tear, though your engineers should be fixing these.

I guess I was imagining Space Slog would have two views.  One that depicted the on goings within the ship (environment in ship).  The other depicted a regional map (environment around ship). 
It is the latter "space view" I was thinking of.  Assuming the second view, one could show a damaged-beyond-repair-no-life-forms-dedected-requires-towing-or-dismantling ship - or scrap - by using contrast rather than color (color blind folks detect contrast).   This "darker ship" would be available for scrapper faction only (belter-like-folk) for resource collection.   [I also assumed some ship to ship combat in-game that may result in destruction of crew without utter destruction of ship..  So, I guess I did not mean damage within the ship for which the shipmates would fix - but a way to indicate scrap for a faction specific resource to be collected and visually shown with a much darker contrast (so technically it may not require a new images - but "coding by contrast"?]. 
#5
Love the idea.  Maybe a shout-out to the Belters (from the Expanse).  An atypical faction: a collection of like minded folks with a distinctive culture; they make up in numbers what they don't in organization or firepower.

Would it be easy to shade grey or dark an existing ship (perhaps from older battles?) to indicate space debris?
#6
Suggestions / Ideas / Re: Ship Alert Levels
July 03, 2021, 07:20:37 PM
You might also include a visual cue (blinking - long - short) or audible (beeps or "danger, danger ... Will Robinson").  Perhaps a default setting with others being able to be toggled on or off in options. 

I like the flashing or audible because it acts as a distractor where simply changing a color may go unnoticed.

I'm guessing you'll eventually want more than three.

I kind of like the idea that mixes something like a weather alert system versus defcon alerts and the weather is more about preparing for badness and defon about time to engage the badness.

The National Weather Service Alert Criteria: [Picnic - everything is cool] Watches [meh, could happen - cover the jam)], Advisories [likely put some stuff away], Warning [it's gonna hit the fan - make like a tree and leaf]

Where Defon is readiness to engage: DF1: immediate response DF2: Engage in X time; DF3: Deploy in X time; DF4: above normal readiness; DF5: chillin liken normal (or picnic time]

I guess the warnings would likely be for invasion (baddies) as well as malfunctions (ship readiness) and though green and red are clear - the yellow I might prefer a little more discrimination in terms of how long can I wait to not attend to the issue.

 
#7
General Discussion / Re: Introduce yourself
July 03, 2021, 06:49:56 PM
Coming from AWIOAF where I've heard about space slog, which has a healthy community
;).  I dig space, NASA, enjoy retro-games, building, killing baddies, meeting interesting people to like, ....   And yes, why not be a ground floor alum 8).

Occupation - professor.  I'm fucking brilliant and prone to say stupid shit.