Plus, what's so bad about telling us? What would we do? Once we get in, there's no way out, so it's not like this will affect RP.
Carlos Rivera: Corsair Brotherhood Pirate - Retired, shifted to Tripoli Shipyard's Research and Development engineering teams Anthony Cameron: Guild Core Bounty Hunter - Killed in Action, committed suicide after being trapped in Omicron Minor following its destruction Juan Ruiz: Outcast Ghost of Razgriz Pirate - Killed in Action, killed by the Sirius Coalition Revolutionary Army during Bretonian piracy raid Michael Winchester: Liberty Security Force Agent - Missing in Action, likely killed during Rheinland espionage mission or trapped in Rheinland Space Eric McCormick: Order Pilot - Retired, shifted to planetside training of new recruits
You missed a great deal of a decent plotline. Something that is amiss in many games recently.
Quote:Quite frankly if it's to serve RP purpose it would need titanic work to be done here first. Don't see people queuing up for the task though.
Well, its a vital part for the Nomads and particulary the Order, isn't it? So just because of RP reasons, I had my thoughts about it and would devote myself to this work (as well as I would do many other things) within the near future, if nothing else requests more importance. As I just finnished singleplayer again, I need some confirmation regarding this, just to be on the safe side;
The Daam K'Vosh were those that had their empire as vast to be in the need for hypergates.
The Daam K'Vosh created the Nomads as housekeepers.
The Daam K'Vosh disappeared without a trace, leaving the Nomads behind to guard, and they being in stasis until disturbed, which eventually happened through Rheinlandish expeditions.
The Dyson sphere as well as the structure with the hypergate being (wrongly) referred to as "Nomad City" were both built by the Daam K'Vosh, not the Nomads. They just "inhabitated" the structure, if anything.
The Artifact only reacted when the shield went down, and it openend the hypergate as intended. The only thing that was not quite intended was the forceful knockdown of the shield, but apparently, the power generators were only for the upholding of the shield, because if not, the gate would not have been activated in the first place.
>>The "systems" would need to display the sphere in ruined state, with wreck "asteroid" fields around, radiation of varying degrees in various areas, anomalies.
Why would the sphere be ruined? It is so far out that anything that is able to damage it, must have been such a massive amount of destructive energy, that the radiation levels would kill everyone on sight, and would have left nothing of the inside? The structure that holds the Hypergate is made to be activated as such, thus should not cause that massive damage. As we saw in the cinematic, the structure itself did not take any damage nor did any explosions appear, therefor my believe would be, it is intact. Aside from two missing power couplings, that is:D. Also, there is no evidence in the storyline about "get outta there its gonna blow!", also its questionable if our heroes would have been able to get out there in time before something blows up with enough force to damage the dyson sphere?
>>With Nomads gone there hadn't been anyone one to maintain the place and keep it running for all these years.
Why? The nomads have been "hibernating" there for hundreds of years, so what would be the difference between "sleeping" and "being not there?"
>>Order may have "kept an eye" on it but has eventually turned to other matters as evidenced by all the roleplay made in years. The place was abandoned, forgotten as a result of nobody doing anything about it, in both senses of inRP and ooRP.
This would be the exact moment where I'd start to reoccupy the system, if I was a Nomad. I wait until the patrons get bored, and sneek in to regain what was formerly mine. So, the system could be well intact? And not even intact, even repaired *points to the two power couplings*
Aside from these questions I crave answers for, I would have the following in mind to recreate the system:
3 or 4 new objects would need to be created (one of them being the new "entrance" that doesn't require any system change. Its simply, an entrance through a long tunnel, and naturally heavily guarded). These objects would be multiple placed to create a real dyson sphere, with the outer texture of what we know how it is, and the inner texture being the skysphere of the other system. Inside that, the Nomad City and the sun would be. So effectively, a merging of both systems with a good chunk of work to correctly figure out the positioning of the sphere parts to flawlessly interlink with each other.
The Nomad base would need to be dockable, and this is were the most thought in terms of design should take place. What would the interior of such a place look like? I can figure there is no bar and no commodity trader, just a place to "regrow". Or perhaps a bar, to reflect the news happening from Nomad point of view.
If that takes too much in terms of performance to the system in general (which I doubt, but who knows), we should look into a foolproof manner to combine the outer shell with the inner system. I still stick with the custom made tunnel, which would be more of an "mass acceleration gate". So the tunnel is in reality a jumpgate in terms of game mechanics, and the "loading sequence" you see is basically the energy tunnel that keeps you in place while propelling forward to a location not that remote to the Nomad city.
Third variation would be, if the systems could be merged as intended, a new variation of "tradelane" that allows for faster approach to the Nomad City upon diving through the Dyson Sphere.
What would be a totally NEW approach someday is, that the activation of the hypergate caused the attraction of the Daam K'vosh:cool:
To hunt the prey is life,
to lose the prey is death,
to hunt the loss is insane...
It's nice of course, but as far as I am concerned on the matters of Nomads, and their related material, the Dyson sphere is inactive and slowly but steadily collapsing due to the lack of proper maintenance and critical repairs. Restoring it would mean requiring some major global consequence of it's use, however that is not being planned as far as I know. Discovery has taken a different route, a different path of the story with other places and factions taking pivotal role (Gallia, etc) whilst the Nomads' part slowly but inevitably comes close to completion and final chapter.
Nomad bases don't have custom interiors due to the amount of work requiring them is not really important taking into consideration the average number of players who will be able to see them. It would be nice, of course, but isn't anywhere on priority list of anyone around.
In terms of story development some technology from the collapsing sphere has and will be salvaged, but ultimately the thing probably just going to fall apart the way it's been "maintained" for nearly in-game 17 years by now.
Like said, there been some work on it, just never got finished and was postponed till better times for a number of reasons.
Keeping the way it was in SP campaign is neither interesting nor valuable to the story as it would signify stagnation rather than a change, and taking into account the sheer amount of global changes were made post-campaign in this mod this wouldn't be beneficial. Everything changes and nothing remains the same it was.
Quote:The Daam K'Vosh created the Nomads as housekeepers.
Which is a theory of the Order. Theories aren't always correct. It ain't too far from the truth, but Nomads' actual purpose likely might be revealed at the very end of their presence in Sirius.
I might eventually continue working on the subject modification, provided that my fixes to sur exporter will actually work as intended.