NPC SRV coming with 4.0?

Better late than never and definitely exciting, but ..... have to say ..... only just now recruiting for this? It's as if they are saying, "hey guys, 2020 is only next year and we've got to come up with something !"
 
Perhaps the leaked "base building" feature will need NPC SRV's to do work around a base.
It says explore planets so it's clear that these guys will go much further than that... Anyway for base building do you think it's better if I start playing jurassic world to understand the process and the grind of building something with frontier games?!;)
 
Wasn't there a similar thread a while back discussing a recruitment ad for a vehicle designer? So they've got some new vehicle designs and now they have to make them work.

Love the possibilities this opens up: from combat to large-scale resource gathering for base building. But having participated in the recent CG - sorry, Interstellar Initiative - what I'm particularly looking forward to is a cargo carrier that can follow me around so I don't have to take scavenged commodities back to my ship two containers at a time!
 
Better late than never and definitely exciting, but ..... have to say ..... only just now recruiting for this? It's as if they are saying, "hey guys, 2020 is only next year and we've got to come up with something !"
Yeah, that's surprising on the face it but perhaps they're already working on it, have discovered it's really hard and are just looking for some bright young thing to really focus on the problem?

I've been mulling over the earlier scenario I posted and other ideas. It does strike me that making a mission require the use of an SRV seem fairly key. You don't want the player to just fly to the endpoint, deploy the SRV and then complete the mission. Having the mission be performed entirely in the SRV seems key to making these feel special. Two further ideas on this then.

1) How about having large surface cargo containers (like trailers maybe) that won't fit in a ship but which have to be towed by an SRV?

2) Perhaps the idea of large no-fly zones? Massive exclusion zones guarded by surface to air defences which can eadily take down a ship?

Of course I love the idea of cave/tunnel complexes but that sounds hard to implement.
 
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2) Perhaps the idea of large no-fly zones? Massive exclusion zones guarded by surface to air defences which can eadily take down a ship?
Finding a way to contrive no fly zones has been my solution to this as well. Make a reason, ensure it's "real" (such as station weapons blowing you up regardless of shields), and then you can funnel some fun and hopefully more challenging gameplay with the SRV.

Similarly I've wanted a reason to FORCE us to need to fly low over planets, like ya had to stay below a certain elevation when smuggling to high security locations to avoid detection and their powerful weapons (plus stay cold, so cold and very low to be off their sensors). Mainly just cuz flying low is fun and can be a challenge, but there's no reason to do it beyond personal motivation to simply do it. I'm totally fine if Frontier contrives those limitations if they're fun, as opposed to limitations that are a hassle.
 
Isn't that essentially what a Thargoid base is?
Kinda ... but it's a hand crafted asset placed on top of the ground rather than true caves as part of the procedurally generated landscape. You're right tho - they could create all sorts of indoor areas to explore in the SRV (although I'm thinking more of missions that would involve driving a few kilometres really).
 
Finding a way to contrive no fly zones has been my solution to this as well. Make a reason, ensure it's "real" (such as station weapons blowing you up regardless of shields), and then you can funnel some fun and hopefully more challenging gameplay with the SRV.

Similarly I've wanted a reason to FORCE us to need to fly low over planets, like ya had to stay below a certain elevation when smuggling to high security locations to avoid detection and their powerful weapons (plus stay cold, so cold and very low to be off their sensors). Mainly just cuz flying low is fun and can be a challenge, but there's no reason to do it beyond personal motivation to simply do it. I'm totally fine if Frontier contrives those limitations if they're fun, as opposed to limitations that are a hassle.
Remind me, why did Luke have to fly along that trench again rather than simply flying straight down to the exhaust port end of it? :LOL:

But yeah, I agree.
 
What about,
Accept mission.
Sends you to planet x.
Land at base.
Loan/Hire appropriate SRV.
Continue with mission instructions.
(Waypoint, scanning, assassination etc.)

Loan/Hire from base removes ship limitations for size of SRVs.
 
Kinda ... but it's a hand crafted asset placed on top of the ground rather than true caves as part of the procedurally generated landscape. You're right tho - they could create all sorts of indoor areas to explore in the SRV (although I'm thinking more of missions that would involve driving a few kilometres really).
Now I've had a moment to think of it, it's a classic video game trope to use an airlock or elevator to swap out the instance. Or you could just use a very long tunnel - after all, it works for swapping out entire systems!

Once you've got a new instance you can build an underground complex on as grand a scale as the engine can stand.
 
Remind me, why did Luke have to fly along that trench again rather than simply flying straight down to the exhaust port end of it? :LOL:

But yeah, I agree.

Hahaha yeah, that's a perfect example! And now we have iconic precedence that Frontier should use.
 
What about,
Accept mission.
Sends you to planet x.
Land at base.
Loan/Hire appropriate SRV.
Continue with mission instructions.
(Waypoint, scanning, assassination etc.)

Loan/Hire from base removes ship limitations for size of SRVs.
Good one! Special hired SRVs from which you can't just get into your ship. Yeah, I like that. (although people will no doubt complain and say "why can't we own those other types of SRV).

Now I've had a moment to think of it, it's a classic video game trope to use an airlock or elevator to swap out the instance. Or you could just use a very long tunnel - after all, it works for swapping out entire systems!

Once you've got a new instance you can build an underground complex on as grand a scale as the engine can stand.
Crikey ... yeah, that's kinda obvious now you mention it. Now ... who would have vast underground bases? How about the Guardian AI constructs?

Oh my ... to quote the Guard Frequency podcast - "I love the game we're building!" :ROFLMAO:
 
Literally my first job after graduating from uni was an AI programmer for vehicles back in the PlayStation 2 era. I worked on a system that had a squadron of tanks that followed a command unit, when the commander was killed another tank would rank up and take it's place. It was all just early proof of concept work for a game that never made it into stores. Vehicular AI didn't use to be a specialist role but the advert had some interesting stuff about memory optimisation for route finding.

Sadly that was almost 20 years ago now and I'm deeply rooted in the world of enterprise applications

So some obvious thoughts from someone that did something like this
  • Just because they are hiring for a role doesn't mean it's 100% confirmed for the game.
  • There could be blockers further down the line, they might wind up dropping this in favor of something else.
  • Being dynamic/agile is how you survive in this industry for over 25 years (the UK game industry is especially vicious)
  • This is why features aren't announced to the community until they are matured
  • It could well be for features intended after the 2020 update
 
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