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Dynamic wrecks and exploration/rewards - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Dynamic wrecks and exploration/rewards (/showthread.php?tid=133756) Pages:
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Dynamic wrecks and exploration/rewards - jammi - 12-10-2015 Alright, here's the general gist of this idea. Warzones should be strew with the corpses of lost ships and damaged vessels. Generally speaking they're not, although you do get a slightly-above-average concentration of hand placed wrecks in systems like Leeds. A better alternative would potentially be dynamic wrecks. In this case, what would need to be done is creating a new faction simply named 'Wrecks' that would be neutral to players and not displayed on your replist. Define NPC patrols inside this group that consist of one ship (or a wing, if you're feeling adventurous). Give them the model of a wreck, do not define a shield, do not define an engine hardpoint and do not give it any voice files (wrecks screaming when you shoot them are horrifying). In the loot entries, define any equipment you want them to have a chance of dropping. Now, what you get are dynamic wrecks that are immobile and can't move from the point where they spawn. Define their spawn areas as entire battle zones, and you'll randomly find these wrecks throughout the area. This could make scavenging battlefields a relatively viable character build, especially if the wrecks were configured so there was an incredibly low chance of wrecks with CODE weapons spawning. NOTE: I'm not advocating for the removal of standard wrecks. They add a lot of flavour to the game world, and their infocards give a lot of insight into their circumstances and lore. This would be in addition to those wrecks. Kind of like the difference between important named NPCs and "Whiterun Farmer" in Skyrim. Now, I also figured there was the possibility of using this as a part of an exploration mechanic that directly benefited the Researcher ID. It basically relies on the same principle above. Add a new faction called 'Vaults' in the same manner as 'Wrecks' above. Add a new, small-to-medium sized model based on current Nomad/DK ruins and stations. These are artifact vaults. They could contain alien artifact CODE equivalents, or commodity components required to create them. Now, these Vaults should still be stationary, but would have a shield and maybe turrets. A new weapon would be introduced, the 'Research Probe' that could only be mounted by ships wielding the re-introduced Researcher ID. This would have its own unique weapon type. The Vaults would use a new, custom shield type that had a 100% vulnerability to to the Research Probe damage type, and 0% to all others. This means you could not drop the shield unless you were a Researcher with the correct equipment. These Vaults could be set to rarely spawn in the deep Omicrons that are fully Nomad or Wilde controlled - Iota, Lost, any other future additions. Given the ship restrictions on the Researcher ID, and the fact that the Probe would probably only be a gun and freighter/transport turret, players would have to enter an area that was legitimately dangerous for their character in order to reap the rewards. Now, here is where my ideas diverge. The Vaults could either drop equipment that's already fully mountable and could be used in a similar fashion to a CODE weapon, or they could drop fragments of said equipment which would need to be combined in order to yield a useful item. To do this, you would need to fly to a research station bearing the same or an allied IFF as you (or the Freelancer research station in Koeln), and go to a 'research room' (repurposed ship dealership), where a Pimpship type Hook would enable you to combine your components. Varying components could be combined to create different items. These items should be top tier, perhaps as good or slightly superior to CODEs. Combining them at a research station would cost a credit fee, which varies based on the number of components used and the consequent power of the artifact. Thoughts? RE: Dynamic wrecks and exploration/rewards - Impyness - 12-10-2015 yes more yes RE: Dynamic wrecks and exploration/rewards - jammi - 12-10-2015 Maybe wrecks could drop Premium Scrap when destroyed, so you could mine them, Impy. ![]() RE: Dynamic wrecks and exploration/rewards - Impyness - 12-10-2015 Would create too many issues, especially in generated warzones that are close to pscrap sellpoints ie if we designated the outcast graveyard in alpha to spawn wrecks that would drop pscrap it would be in the same system as an 8k (and hopefully shortly higher) sellpoint. If that comment was sarcastic i'm afraid i'm going to have to ask you to not derail this thread and keep on topic. RE: Dynamic wrecks and exploration/rewards - Alestone - 12-10-2015 Quote:Now, here is where my ideas diverge. The Vaults could either drop equipment that's already fully mountable and could be used in a similar fashion to a CODE weapon, or they could drop fragments of said equipment which would need to be combined in order to yield a useful item. To do this, you would need to fly to a research station bearing the same or an allied IFF as you (or the Freelancer research station in Koeln), and go to a 'research room' (repurposed ship dealership), where a Pimpship type Hook would enable you to combine your components. I think this would be an awesome expansion for a POB, especially since it would make a potential inclusion point. One or joint ownership of the base, but Researchers who don't want to build a base could use the facilities. I leave the contracting of space useage to be resolved between players. RE: Dynamic wrecks and exploration/rewards - The Savage - 12-10-2015 Idea is good, since there are active battlefields or former warzones. It would make sense for Junkers and Hogosha (remember they cleared entire Kusari from scrap) to fight for additional materials, since the latter did not seize the opportunity in Sigma-13. RE: Dynamic wrecks and exploration/rewards - Sciamach - 12-10-2015 Give this to me I need this RE: Dynamic wrecks and exploration/rewards - pillow - 12-10-2015 (12-10-2015, 07:20 PM)Scourgeclaw Wrote: Give this to me stop stealing my thoughts This is a great idea. I seriously hope I'll get to see this implemented into the near future. RE: Dynamic wrecks and exploration/rewards - 7AlphaOne1 - 12-10-2015 I sincerely approve. RE: Dynamic wrecks and exploration/rewards - The Blood Dragons - 12-10-2015 Throwing my 2 cents in here. I like the idea, but the building artifact thing feels like its a bit from Crossfire, in which there is the off rare chance you find piece's of advanced tech but to get it, you need to collect all the parts, and post on their forums, then the admins would give you the weapon/equipment piece (Like black beards revenge, basically a mini razor turned into a shotgun with zero energy usage made for pirate ships) Woops, wrong acound, shizune here! |