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#41
Suggestions / Ideas / Re: Rooms and Hull Breaches
Last post by Witchkang - August 11, 2021, 08:38:47 PM
I think the first idea could work, maybe some testing could be done and see which one is the better fit. I do like the second idea too of course, but if it's too much of a hassle. Would a breach also leak over to other rooms in the ship if the room isn't sealed?
#42
Suggestions / Ideas / Re: Research and Other Divisio...
Last post by Produno - August 11, 2021, 08:30:08 PM
Quote from: TikTokToe on 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!


Yes, exactly! You will want to assign pawns most suited to these roles for optimum output. For example, you may want a pawn with a high social skill to be a quartermaster, this way pawns are more likely to like them and morale may be higher. Maybe pawn traits may play a role in this too.

For now though this will only be viable for hard coded roles. The player made roles are just to keep your crew organised. For instance you can create an 'Engineering' role and assign your engineers to that role to quickly see who can repair or build things.
#43
Suggestions / Ideas / Re: Research and Other Divisio...
Last post by TikTokToe - 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!
#44
Suggestions / Ideas / Re: Exploration
Last post by TikTokToe - 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.
#45
Suggestions / Ideas / Re: Rooms and Hull Breaches
Last post by TikTokToe - 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.
#46
Suggestions / Ideas / Re: Rooms and Hull Breaches
Last post by Got_Donuts - August 11, 2021, 03:47:06 PM
I like the idea of number 2, is there any way to increase the rate at which the atmosphere leaks at depending on the size of the breach? I dont know if rooms can be assigned a template or blueprint per that last post but that may be a helpful way of keeping from having to reassign and designate a room every time there is a problem.
#47
Suggestions / Ideas / Re: Rooms and Hull Breaches
Last post by Mike-ODA - August 11, 2021, 02:12:42 PM
Is there any way to perhaps automatically replace the destroyed sections with say, a blueprint? which could then be used to keep track? This could mean that although the room doesn't always get "destroyed", the room itself might not meet the minimum criteria to be active and accessible without a space suit.
#48
Suggestions / Ideas / Rooms and Hull Breaches
Last post by Produno - August 11, 2021, 12:25:25 PM
Feedback on the following would be appreciated. We currently have rooms and these rooms can be assigned to pawns in a similar way to how beds are assigned to pawns in Rimworld, plus various other perks and features. It is also how atmosphere, heat etc all calculate and work.


I had been re-working the building as per the poll results which means we build hull, then we can build flooring over hull, similar to the way this works in Starship Theory.

The question is, how do we want to handle the way rooms works in regards to breaches. We currently have two choices that i can think of. Fyi, when i mention hull breach i mean either a hull or flooring tile has been removed or destroyed, leaving part of the ship open to space.


1. We remove the room and the atmosphere on a hull breach. This is easy to maintain because as soon as we have a hull breach, everything is removed so there is nothing to keep track of. Once the breach is sealed, the game re-creates the room and everything it needs. I suspect this will be annoying to the player though if they have a breach and it continually removes the room including the name and any pawns assigned. Though maybe it will not be much of a problem?

2. The second way is much more complex but may work better. We keep the room and alert the player there has been a breach. Atmosphere will slowly leak until the breach has been sealed. We need to consider at which point rooms will be destroyed though, so we need to keep track of this, ie, if more than 50% of a room is open to space we completely remove the room. Or do we remove any tiles open to space from the room, which could lead to other potential issues.


Any other ideas are welcomed, but from a technical perspective this is a pretty difficult problem to tackle.
#49
Suggestions / Ideas / Re: Exploration
Last post by Produno - August 05, 2021, 09:51:21 AM
There will definitely be unknown planets that will need to be scanned to see if you are able to send away parties, maybe this will dictate what suits they wear etc. Also ship wrecks and derelict bases too hopefully. I would also like to add a fog of war for these possibly using light. Meaning you can only see what your pawns can see. Or have some kind of blipper, aliens style :)
#50
Suggestions / Ideas / Re: Ship Alert Levels
Last post by Konstantine - August 04, 2021, 05:27:45 PM
A basic idea may be to use different shapes as well rather than just rectangles. Or if you prefer, use symbols inside the rectangles to signify increasing levels of danger.
It's a game, so I think simplicity is a must,
Normal= no alert
Ready= yellow
Action stations= red

Something along those lines.
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