Upgrade Suggestions for Elite Dangerous (The War of Comets)

13.10) SUGESTION FOR NAVIGATION IN GAS GIANTS

13.10.1) A gas giant is a planet with a smooth surface and an extremely thick atmosphere. Jupiter, 300 times larger than Earth, has a day that lasts just 10 hours. The composition is rich in hydrogen and helium, similar to a star without burning. The intense magnetic field, resulting from the movement of charged gaseous particles, compressed to pressures that make them resemble metal, can cause sensor failures and internal damage. It has strong winds of over 1200 km/s. At the equator there are extreme winds and faster and more "laminar" horizontal surface flows, while at the poles vertical currents predominate. Its hundreds of hurricanes are opportunities to approach the most daring pilots. In the eye of hurricanes there are zones of low pressure and lower temperature and wind, which allow for the approach and temporary navigation, closer to the star's core. The Ship AI calculates the time and depth threshold for navigation inaccurately. Dangerous but can yield rare materials, collected by drones.

gAS GIANTS.jpg


Aurora Borealis near the gas giant's poles could be fatal for ship, damaging, the same, shutting down the ship traveling through the area. It goes without saying what happens to those in smaller vehicles or strolling outside the ship.


They are caused by variations in the planetary magnetic field and, in the case of Jupiter, are huge pulsating eruptions of x-rays, with terawatts power, that occur every 27 minutes.

Jupiter's third largest moon has over 400 active volcanoes and throws volcanic material into the planet's magnetic field... In addition, Jupiter has a much stronger magnetic field than Earth and is hit by compressed solar wind particles. This compression heats the particles (ions), which are trapped in the magnetic field, causing an EMIC (electromagnetic waves cyclotron). Guided by the magnetic field to the planet's poles, they trigger an aurora borealis of x-rays.

 
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14) GEOLOGICAL PHENOMENA (celestial bodies with volcanic activity) – it is observed that the difference between some effects is due to the viscosity between the fluids involved. (The ship computer must warn about the condition with a random advance, incorrectly estimating the time for the event).


14.1) EARTHQUAKE - earthquake resulting from geological activity, weapon of mass destruction, explosion or meteor. Player, Vehicles and Ship must suffer from tremors, difficulty moving and minor damage if on land. It can knock down vegetation, cause animal groups to rumble, precede “Avalanche”, “Volcanic Eruption”, “Tsunami” or “Shock Wave” phenomenon. It also results from the movement of tectonic plates.

14.1.1) TSUNAMI (terrestrial) - "Shock wave" events, intense earthquakes of oceanic origin, volcanic eruptions and movement of tectonic plates that occur within the magma Ocean, cause "Tsunamis", which is the formation of waves that vary in size as a function of depth, invading terrestrial biomes. The height and speed of the waves varies as a function of intensity, magmatic oceanic relief and distance from the source event.

14.2) VOLCANOES – Extravasation of the planet's internal content, associated with the release of material and gases. We can summarize it in the following phases:

14.2.1) Birth of liquid – when the inner content encounters a vulnerable structural point in the crust, unable to withstand the internal pressure and breaks (mostly at tectonic plate boundaries)... The initial phase of an eruption seems to start with a bulging of the ground , accompanied by earthquakes. Cracks are formed in the weakest regions of the domed zone and consequent explosive outflow of gases, ejection of groundwater and earth. Next, the opening and cleaning of the chimney is verified and the expulsion of ash, blocks, bombs, and finally the lava spill takes place. If the player has the ship landed in the blast zone, it's over

14.2.2) Types of volcanic formations:

14.2.2.1) Central Eruption Volcanism – more common, when the rupture area is seen evolving into a conical and mountainous shape of variable size.

14.2.2.2) Fissure volcanism – when the inner contents of the planet do not leak through a cylindrical conduit, but through large cracks in the Earth's crust.

14.2.2.2.1) SPRINGS of magma – These are flows of liquid fluid that overflow through cracks in the crust, coming from “groundwater”.

14.2.3) During eruptions WITH OR WITHOUT ATMOSPHERE – planets with an active metallic core (events proportional to the size of the volcano being born) ... Height of the smoke column is a function of gravity, eruption force and atmospheric pressure at the summit .

14.2.3.1) Rounded blocks and partially consolidated lava fall from the sky and crush everything in front of them, associated with rain of stones or dark snow.

14.2.3.2) Pyroclastic Flows – “Avalanche-like”, are a mixture of hot gas with volcanic matter, ash and rock fragments. These Clouds of hot lava, pumice ash, and glowing gases throw players into the air, deal damage, and can petrify them.

14.2.3.3) Rivers (torrents) of lava flow down the lowest points of the relief from an origin.

14.2.3.3.1) Lakes (lava) – Regions where, due to the relief, lava accumulates and rises until it finds an outlet.

14.2.3.3.2) Waterfall (lava) – Release of liquid material (lava) down a steep slope.

14.2.3.3.3) Trunk (lava) – is a tornado that occurs under a lake of lava, carrying material and flames of fire to the sky.

14.2.3.3.4) Storm (lava) – lava front that runs occupying the terrain by the highest velocity vector from the origin.

Pilots without helmets, on planets with a terrestrial atmosphere or without the necessary filters installed in the suit (when it is not yet a closed system).

14.2.3.4) Clouds of sulfur dioxide can asphyxiate, poison... They can, in addition to the characteristic temperature-reducing effect, corrode the suit, vehicles and ship (similar to Thargoids damage).

14.2.3.5) Clouds of carbon dioxide suffocate. Clouds of hydrochloric acid corrode the lungs. (They can, in addition to the characteristic effect of reducing temperature, cause damage to life support systems).

14.2.3.6) When eruptions occur in areas of glaciers, they can cause a flood of mud, formed from melted snow and ice, capable of destroying large areas. In 1985, the Nevado del Ruiz melted a glacier and buried an entire city, killing 23,000 people.

14.2.3.7) Oceanic volcanic eruptions can cause tsunamis. Earthquakes occur in association with eruptions.

14.2.3.8) Ship flying over the summit of volcanoes will be heated and will experience turbulence proportional to the distance from the summit.

14.2.3.9) Exceptionally, a volcano may have several mouths.

14.2.3.9) Eruptions within the oceans have similar effects, except 14.3.4 and 14.3.5, as the compounds react with the liquid change the PH and color (calcium slurry, e.g. limestone and sulfur) – May cause “Red Tide”;

14.2.3.10) Volcanic ash rain - It accumulates like snow and can cause burial;

14.2.4) Dormant and inactive volcanoes (last phase) – Only the shape of the volcano or fissures remains, which may or may not be reactivated again.

14.2.4.1) Ships can use Mining Lasers to reactivate volcanoes and fissures – sprouting mineral resources. This procedure reduces the internal pressure (core/Mantle) and the occurrence of magmatic and atmospheric phenomena (Earthquakes, Magnetosphere...) – it can Terraform a planet to worse conditions of life or even kill it.

14.2.4.2) Volcanoes and dormant fissures are connection points for mining mega-vessels on planetoids/“mega-asteroids”.

14.3) FALLS – Rockslides from slopes, caves and areas of varying intensity. They can occur as a result of the action of atmospheric fluids (gas or liquids), the action of vehicles and spacecraft engines (shake), or the use of weapons, such as grenades. Its occurrence can precede a “snow avalanche” if the elements are associated in the biome.

14.3.1) Landslides of steep slopes – They occur inside canyons and canyons depending on the slope of the terrain, soil density and gravity. They can cause damage to the character, vehicles and ship, burial and be deadly. They usually only affect areas very close to the occurrence and depending on the displaced mass, they can be associated with earthquakes (before and/or after) and small intensity Tsunamis, when the debris falls into liquid.

14.3.2) Cave collapses – close passages, alter paths and gap sizes. Players can use atmospheric and sea currents as guidance to find alternative exits.

14.3.3) Landslide - holes are suddenly opened in a flat area, on the ground, as a result of erosion of the subsoil. They can be large and swallow whole areas. If it swallows the area where the ship is located, it will be unable to take off, it will need repairs and assistance. In the case of the character and vehicles, they can be directed to cave networks (labyrinths).

14.3.3.1) Uniform area landslides – when the soil density is high, an entire plate can descend, taking down with it all the plants and animals, which can survive intact if the height difference is small.

14.3.3.2) Destructive area collapses – the area collapses irregularly killing or damaging everything under it.

14.3.4) When closing cavern passages, fluid currents indicate the direction of the exits.

14.3.5) Landslides can bury the character, vehicles and the ship. For both the vehicle and the ship, repairs are required and the ship can become stuck – when it will be necessary to request help from a mining laser ship for release.

14.3.6) Caves – These are relief hollows that, in active geological formations, can result from the emptying and cooling of magma ducts.

14.3.7) QUICK SAND – A natural phenomenon that forms when a large flow of gas fills existing spaces over fine particles of loose sand. They are hidden access points, of varying size, to networks of caves and groundwater. In addition, they can immobilize the character, jam vehicles and ships or destroy them.

14.3.8) GRAVITATIONAL TSUNAMI – Occurs when a body exerts a great gravitational force on another, deforming its solid surface, creating the effect of a solid wave on the surface that follows the body's trajectory. It precedes the impact between large bodies. The only protection is distance.

14.3.8.1) ACRETION - At the extreme of the gravitational Tsunami condition, gravity can become negative at the surface of the body and portions (atmosphere and crustal materials of varying size) of the less gravity celestial body transit through space towards the one with greater gravity.



Source: https://youtu.be/9H4OoDFIZ9M


14.3.9) Geyser – are already in the game. It arises from surface water movement that penetrates underground and comes into contact with extremely hot volcanic rocks. In this process, the water gradually heats up. When it reaches about 100 °C, the pressure increases and part of the water turns into steam. It is, therefore, a kind of hot spring that periodically erupts, that is, through it a large column of hot liquid is expelled into the environment.

14.3.10) Dunes - a mound or ridge of sand or other loose sediment formed by the wind, especially on the sea coast or in a desert.

Source: https://youtu.be/XkzQoES_AnE
 
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15) OCEANIC PLANETS

15.1) It is interesting that, as of now, there is an area of the ship destined for compression and decompression... A capsule (which can be the same used for escape) or room that would serve both for space and for the ocean.

15.2) The ships must have the ability to dive and function as submarines on oceanic planets, adjusted to the proper navigation parameters of the ship. This is much easier than modeling specific vehicles and, to me, it seems much more realistic that a spacecraft capable of withstanding space conditions and, who knows, withstanding the surface pressure conditions of gas giants, also supports navigating in liquids.

15.2.1) Contrary to what happens with landing in Atmosphere, in which the spacecraft needs flat surfaces, in liquids the spacecraft would be able to remain immobile, as long as the area presents a laminar flow (it would not be possible in turbulent flows).

15.3) The transition from atmosphere to water must be done slowly, under penalty of causing severe damage or even destruction of the ship. A transition time can be stipulated, in which the ship's computer makes the necessary changes and transitions between the means (calculations and adaptations in heat exchangers, escape pods, compression room and other ship functions).

15.4) The character's diving movement can be “inspired” by Subnautics or something more realistic, but there must be difficulty proportional to the current and equipment/suits to mitigate it. Depending on the equipment used, you may experience decompression effects that must be pointed out by the suit's Intelligence...

15.5) Fighters can dive (Fly in different fluids like water, considering dirences in velocity, density, conditions…)! When the pilot enters/exits the entire compartment fills with water, but they can pressurize and eject the water when he returns. Small vehicles can navigate between fluids, in the same way. No making a land vehicle swim/float on water. They don´t change the característics of navigation on fluids.

15.6) The oceanic “climate” (currents) takes advantage of the climate system created for the atmosphere (micro and macroclimate), given different viscosity and pressure profiles. We have the velocity profiles (Vectors) as follows:

Speed Vectors in Ocean.png

15.6.1) On planets with oceans and land/or purely oceanic, the speed and direction of surface ocean currents is a function of atmospheric wind (this is the Macroclimate). On Earth, the surface current is estimated to have 3% of the speed of the wind. With crust, the speed is aprox the velocity of superficial crust.

15.6.2) In the water, the climatic mechanism created by the “transition zone” (pressure (gravity) and relief) and the microclimate predominate. Other elements can modify the tide of liquids - MACROCLIMATE, such as surface temperature (high and low pressure zones) and orbit of bodies such as the Moon on Earth.

Curve pression on liquid.png


15.6.3) In addition to the issue of relief and the pressure of the oceanic fluid, the presence of continents changes the direction of currents always towards zones of lower temperature. In the graph below we see the equatorial current of reference and the deviations resulting from the presence of continents and latitudes.

8A03F.jpg

Deeper sea currents

16) OCEAN PHENOMENONS (phenomena and missions can be inspired by the series “SEAQUEST, by Steven Spilberg”).

16.1) Waves – elements that are the result of the interaction between the surface wind and the liquid. They can vary in size as a function of wind intensity and the depth of the ocean floor. They cause turbulence proportional to the ship during the transition between atmospheric and aquatic environments.

16.1.1) Peak Waves - A special rare kind of wave that can destroy infrastructure or ships. Peak waves are to phenomena on oceanic enviroments/planets what tornadoes are to atmospheric phenomena.
Article: Wave breaking and jet formation on axisymmetric surface gravity waves, M. L. McAllister, S. Draycott, T. Davey, Y. Yang, T. A. A. Adcock, S. Liao, T. S. van den Bremer, Journal of Fluid Mechanics

Peak wave 2.jpg


Peak wave.jpg


16.1.1) “Pororoca” - Tupi word to designate rumble, is the phenomenon of meeting between waters of very voluminous rivers with sea Waters (funcion of gravity actions). This wave temporary invert the flow of rivers.

16.2) “RED” TIDE (But other colors can be used) – It results from the change in the chemical composition of the liquid due to ecological imbalance or volcanic eruption.

16.3) On planets with crusted water (ice or cave), there are terrestrial biomes against gravity (as on Earth, where plants germinate against gravity) and in favor (on the descending ceiling)

16.4) TSUNAMI (oceanic) - "Shock wave" events, intense earthquakes of oceanic origin, volcanic eruptions and movement of tectonic plates that occur within the Ocean, cause "Tsunamis", which is the formation of waves that vary in size depending on depth, hitting objects that navigate at low altitudes, when the oceanic relief suddenly becomes shallow. The height and speed of waves varies as a function of intensity, ocean relief and distance from the source event.

16.5) SPRINGS – These are flows of liquid fluid that overflow through cracks in the crust, coming from groundwater. On geologically active planets, they may have variable temperatures, depending on their proximity to “geological magma sheets”. A can change synoptic letters.

16.6) QUICK SAND – Natural phenomenon that is formed when a large flow of water fills existing spaces on fine particles of sand that are loose. They are hidden access points to cave networks and groundwater. In addition, they can jam/immobilize the character, vehicles and ships or destroy them.

16.7) Tornado (Water) – is a tornado that occurs under water, taking material, animals and liquid to the sky.
Tornado.jpg

16.8) “Bad water” lagoons – These are underwater lakes with liquid of lower density than the standard liquid (Ocean with holes containing fresh water – it can make it difficult for vehicles to leave these areas or generate large transition turbulences).

16.9) Whirlpool (can be the size of a hurrincane inside water) - When rising and falling, the tides often produce circular currents, known as eddies, and some of these cause downward pressure, called a vortex. Whirlpools can occur in different locations: in the open sea, on the coast in rivers or lakes. Its address vectors are stronger than atmospheric eddies vectors., vehicles and ship experience rotational turbulence or even lose control of swimming and are pulled down along with fish and rocks (inverse tornado).

Redemoinho.jpeg
redemoinho 2.jpg


16.10) Gravity Tsunamis are even bigger in water áreas.

16.11) Icebergs - are blocks of ice that break off from glaciers in polar areas of the planet. Therefore, they are common in the so-called glacial oceans. In Earth, there are in the Arctic, in the north, and in the Antarctic, in the south of the planet.

16.12) Islands (Full of, you guessed it, gas; “Gaia” – with extraordinary ecosystems; with abundant flora, fauna and water; “Swamp” – Largely covered by layers of dense jungle-style vegetation; Tundra – Icy environments exhibiting permafrost of subsoil and hard climate; "Arid" - Rocky terrain and scarce vegetation that should not be confused with...; "Desert - Dune type" - Adverse weather conditions and scarcity of water are its most common characteristics.; "Infertile" - Infertile territories with a basic breathable atmosphere; Irradiated - No atmosphere due to emissions from their stars (Planets with ocean and rarefied atmosphere require very high gravity - MUST BE BIG; "Toxic" - Totally inhospitable environments. Not the place where you will want to go on vacation; Radioactive; Extreme Magnetic - as water insulates the magnetic field, a island can in surface can be problem for devices...)

OTHER TYPES OF PLANETS AND CLIMATES CAN BE CREATED FROM THE MIX ELEMENTS PROVIDED HERE (DESERTIC, STERILE, TUNDRA, FROZEN...) AND OTHERS CAN BE CREATED BASED ON THE SOLAR SYSTEM PLANETS STUDIES... THE BIOMES CHANGE IN FUNCTION OF ENERGY BALANCE VARIATION (The energetic variation is not abrupt - function of the translation orbit, rotation and planetary tilt axis - which can be different from the Earth and vary its inclination in time... so transition zones are needed.) - THE MOST PART OF ATMOSPHERIC AND OCEAN PLANETS HAS MORE THAN ONE KIND.

Desert

Sand Storm - A sandstorm or dust storm is one of the phenomena called lithometeors and occurs when the relative humidity of the air is lower than 80% allowing the suspension of mostly solid but not aqueous particles in the air. The result can be dry fog, sandstorm, sand vortex.




Planet and moons

Dead type - Game is very good in this kind!

Atmosphere Type - Nitrogen (95%) and Methane (liquide 5% of atmosphere) - (Cold temperture conditions on Moon of Saturn - Titan, but, because of the difference in the chemical composition of the atmosphere, similar to the Earth in terms of relief and climate)

Inferno Type
Atmosphere Type - Carbon dioxide and nitrogen and sulfuric acid showers - Venus - With the rotation taking more than a year, the winds are produced from the atmospheric flow between the hot and cold sides of the planet.

And there are planet that can change their class - I suggest adding the axis of rotation of the planets - the periodicity of the axis movement can turn a fertile planet into a frozen planet.
 
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18) Realism Sugestions

18.1) THE SHIP DECELERATION PROBLEM - Deceleration of the spacecraft in space, as if there were friction... Deceleration should only occur if the pilot had Flight Assist On, justifying the need to maintain control of the spacecraft (computer maintaining the spacecraft's maneuverability). If Flight Assist Off, no friction;

18.2) THE BOOST PROBLEM - Today, if you use a "boost", regardless of the current velocity vector, the ship accelerates to the speed limit... Frontier need to consider options to get closer to what would be real:

18.2.1) Or use several boosts of the same execution time to reach the maximum speed, keeping the time restriction between current boosts; The number of maximum speed boosts varies according to the ship's engineering level.

18.2.2) Or if the pilot considers the ability to use the impulse for the desired time, under penalty of heat over the ship... Another suggestion is that the ship needs several boosts for maximum speed.

18.3) RANGE AND SPEED LIMIT PROBLEMS IN SHIP – To be more realistic, we need more speed, range in sensors and weapons. Considere multiply all for “10x”. This could finish, or reduce, this types of combat that ships are working as “medieval knights”.

18.3.1) The problem of visibility can be resolve using a location lens of the region in which the enemy is with reference to weapon targets. Lens power can be engineered to increase distance, resolution and sharpness. Devices that allow visualization of the region at other wavelengths (gamma rays, x-rays, ultraviolet and infrared). See telescope images as reference. There are cretures, plants, ships that appear only in other specifics wavelengths, making exploration and combat activities much more rich. Beyond this, with X-ray, he can see infraestrutura vulnerabilities (AI Structural Analysis), secret passages… Jurassic World 3 has a Dino capable to comunícate with other specie, camouflage and hide from infrared technology.

18.3.1.1) The ship's structural envelope has G-force limitations, however, the player has the option of using a resource to temporarily increase the ship's maneuverability.

18.3.2) There are conter visual techs which makes hard to detect Enemys by this lens.

18.3.3) The same lens tecnology and counter tecnology can be aplied in vehicules and ground action.

18.4) The problem of taking the flag in ground combat - It is not interesting that the flags are placed in the open field, without strategic points of interest of the settlement nearby [antennas, control rooms, life support room, control of security systems (cameras/turrets/presence detection/hacking defense…) of essential buildings, equipment for air or water supply/purification/food production]. I suggest that the “conquest flags be placed” on communication antennas and strategically critical rooms of the attacked buildings and settlements. Activities such as hacking antennas to avoid calling in reinforcements, hacking security systems to disable them or re-attacking systems against defense forces/reinforcements, hacking security levels to automatically open doors, downloading piping systems of the settlement to allow crawling through them to points of interest or dribbling guard, in the “metal gear” style…

18.4.1) It is possible to allow the theft of containers in the settlements - drones of the ships, marked by players can come and remove the cargo containers (metal gear). People could take material, in function of the security and type of settelment (Farm, Minning or Tech). Defense System will attack player, ships and drones...

18.5) On the use of wheeled vehicles - consider replacing the design using wheels (6 or 4) with legs. Form is defined by function - large wheeled vehicles allow for large loads (wheels are the easy way to get around flat surfaces and large bodies allow for large loads)... However, wheels limit the types of places vehicles can explore. Low-density terrain (fine sand) or with an inclination above 30º is hostile to wheeled vehicles (See the missions of the "Spirit" and "Opportunity" robots.
Vehicles with legs, similar to spiders, dogs or humans (Bigdog or Atlas by Boston Dynamics).
The number of legs and size are proportional to the carrying capacity (The movie "War of the Worlds" had giant robots - titans - with legs capable of quickly crossing any terrain - ideal to be used in places where nothing is known about the terrain).

18.6) Approach Glide

18.6.1) On planets with an atmosphere, the glide velocity should be close to the "terminal velocity - function of the spaceship's belly area, weight and atmospheric fluid density" (higher altitudes, more velocity, falling as atmospheric pressure increases) . If the ship enters at top speed, it glows and generates smoke and experiences turbulence (it will look like an asteroid entering the atmosphere). The heat itself is not a problem, as the ship's heat shield is very powerful (it can walk close to the Sun).

18.6.2) On planets without an atmosphere, approach speed is a matter of pilotage and safety.

18.6.3) Planetary approach methods can be left to the Ship´s artificial intelligence.
 
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SOCIAL RELATIONSHIP IMPROVEMENTS (NEEDED TO MORE COMPLEX MISSONS LOOP)

17.1) Players with social skills (empathy skills, focus on observation, active listening, developed social talents... ) should have advantages in quests that depend on the relationship with NPCs and other players (advantages in obtaining information , espionage, facilitation of sabotage, hacking, equipment theft cover-up...). These skills can be entered considering the below:

17.2) Depending on the situation and the character's suited:

17.2.1) Content of the information transmitted orally;

17.2.2) Eye movements, color variation in the cheeks, neck vascularization and facial micromuscles need to be evaluated for congruence to the information;

17.2.3) Body movements must be evaluated regarding the congruence of the information;

17.2.4) (Only with specific equipment for physiological assessment - Augmented reality device in helmet visor or via eye modification or on the biological side of technology - a hunch (faster but more imprecise) - Assessment of temperature variation, body pressure, micro tension zone, hormonal release....)

17.3) The evaluation results in a percentage of chance that the character is telling the truth/lying, sincere/dissimulating, being clear/hiding information... Open options with variable chances of success, depending of reaction (inspired in Deus Ex).

17.4) Artificial Intelligences do not lie (only spy and infiltration machines are programmed for that), but they can say things in a way that provokes understandings, in the listener, different from what would be considered the truth (Omissions, distortions or generalizations).

17.5) Considere use crew and AI to auxiliar. This will have a cost. I liked a idea posted in NPC Expansion Crew;

17.6) This is a index of emotions...

Frontier Positive Needs Reference to Elite.jpg


Human Emotion 1.jpg


Frontier Negative Emotions Reference to Elite.jpg


Frontier Positive Emotions Reference to Elite.jpg


Emotions Reference (6) (2).jpg


Standard behaviors need to be entered: amusement, anxiety, estrangement, desire, excitement, awe, fear, horror, boredom, calm, empathy, doubt, disgust, enchantment, nostalgia, satisfaction, adoration, admiration, visual appreciation, envy, romance, sadness , surprise, sympathy, triumph, interest, joy... (look at circle)

So, for example, an unsuspecting NPC approached, under threat of a weapon, will show first surprise and then fear. When asked about information, he may or may not cooperate. If he decide to cooperate, will show acceptance before speaking. If he decide to resist, will show anger. If he decides to lie, then the movements of the facial muscles and body will be incongruous with that of someone who would show acceptance.
 
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an a nasa computer to run all that.
Kkkkk... Don't you know the Moore Law? RIP... Do you belive? Quantum computers and neuromorphic processors... Thinking like you, "sega" and nintendo lost them marketshare! It's years of development... Only ideas and suggestions my friend.
 
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17.7) SOCIAL IMPROVEMENTS - Types of NPCs/Players (psychological variations are made up of 3 layers - CHANGE THE NPC BEHAVIOR IN FUNCTION OF SITUATION)

17.7.1) FIRST LAYER - Types of psychological (Archetypes - unconscious world models that define how people decide and negotiate - by Carl Gustav Jung)

17.7.1.2) Created the standard emotional index for NPCs, you can (de)regulate your emotions and, why not, make it possible for the player to choose between psychological profiles, which will result in dialogue options, options and strategies for executing loops of “differentiated” missions. In addition to the natural profiles, psychological variations must be considered plus 2 other layers: depending on the NPC's profession, age, sex; and local situation (base, settlement or ship).

Usually, the person has a predominant archetype associated with others depending on the local situation.

17.7.1.2.1) Innocent – Lives in search of a simple and natural way of life, in harmony with the environment and nature. These are people who don't usually see evil in others. For them, everyone is good, until proven otherwise.

17.7.1.2.2) Explorer – Restless profile that is always looking for help for his journey. Something is only useful to you if it is to make you more free, independent and that are not fixed or full of rules. They are people who seek their individuality and do not let routine take over their lifestyle.

17.7.1.2.3) Sage – It is the one who seeks the supreme truth that will free him in some way, where his main objective is to live fully. Through knowledge of processes and information flows, he wants to control, measure, evaluate and validate each step he takes. It is the archetype of the specialist, however, very methodical and detail-oriented. You identify with things that make you think and reason.

17.7.1.2.4) Hero – Dynamic, fast and agile profile. In commercial terms, brands that want to exploit this profile must offer products that are linked to skills and competences or that offer challenges linked to danger and speed. The Hero is disciplined and proud of it. It focuses its efforts on always being the best, on showing that it is possible to turn around, despite all the difficulties.

17.7.1.2.5) Outside the Law – Profile faithful to its own values and not the current values. The “outlaw” is a needy being by nature, he needs to draw attention to himself, even if it means committing crimes, shocking or humiliating other people. Therefore, sarcastic and cynical behavior predominates, to try to unbalance the situation and have power in your favor.

17.7.1.2.6) Wizard – Using knowledge that cannot be explained with numbers or formulas. The figure of the “Wizard” can be associated with products that cure something, whether relaxing or highly technological items due to their ability to catalyze changes.

17.7.1.2.7) Common Face – Often associated with mild and calm feelings, these people do not expose their convictions. They don't want to stand out, they want to fit into a community scheme so that they feel an integral part of it in an effective way. They always run the risk of manipulation when following the group. Many cancel their wills and desires for this. They are "the good man".

17.7.1.2.8) Jester – True profile, not concerned with hiding within a group. He seeks acceptance, however, he needs to be accepted as he is. This is your way of looking at life.

17.7.1.2.9) Lover – Characterized by the cult of beauty and the appreciation of romance and sex, through the invocation of everything that manifests physical and sexual attraction. The Lover also evokes elegance, playfulness and the erotic, in addition to various ephemeral pleasures.

17.7.1.2.10) Creator – Any artistic activity is useful in satisfying the desire, harmony and stability of this type of archetype. Recognition of his achievements is very important to him.

17.7.1.2.11) Ruler – This profile is always in command and control of everything. It is typical of being shown as an extremely responsible individual. It boils down to competence, sovereignty and, somewhat ambitious.

17.7.1.2.12) Helpful – An altruist, moved by compassion, generosity and a desire to help others. He fears instability and difficulty, not for its own sake, but for the impact it will have on those less fortunate or less resistant to shock.

17.7.1.3) It can be said that an NPC who has a hero archetype, even at a disadvantage, tends to react to a hostile approach. As a "helper", he can only put up resistance if he realizes that others could be injured or killed in the character's action. The "outlaw" can cooperate spontaneously if he realizes that he can gain social notoriety... It is possible to predict specific speeches for each type of archetype in each situation (considering peculiarities of orientation in time, it is possible to create an infinity of speeches. For example, the profiles of Mage, Maker use future-oriented speeches – tell about their dreams, ambitions… The Innocent, Jester, Sage has a temporal orientation in the present…)

17.7.1.4) Each “profession” has all the archetypes distributed according to the normal curve (considering one or two typical archetypes of the profession – a certain profile tends to choose a certain profession). Examples: Sages tend to be researchers or engineers; Military – Heroes and Servicemen; Farmers – Common Face and Innocent Guy…

Every profession has all the archetypes. Soldiers who are "Outlaw" archetypes are the ones who become mercenaries, can commit treason and deliver important information; “Outlaw” researchers can be convinced to install or assist in hacking facilities… Soldiers with the “jester” archetype are those who remain relaxed, with their feet on the table, and only get up if their superior appears. Soldiers of the “hero” archetype have a rigid, disciplined posture, with sophisticated language and are always ready to take risks, even if it means damage or death… And so on.

17.7.1.5) The character's "negotiation" with an NPC is based on choosing lines that are in line with the NPC's current archetype. With the speaking alignment, it will be seen that the NPC starts to replicate or mirror the character's body positioning (Rapport). Otherwise, there will be posture dissonance and verbal disagreement from the NPC.

17.7.2) 2nd LAYER OF INFLUENCE OF ARCHETYPE VARIATION (Profession, gender, age and marital status).

17.7.2.1) A military is not expected to react in the same way to an attack/invasion situation on a community (Ship, Settlement, Base, Megaship…) as a farmer or a researcher. So it is a fact that the profession is an essential consideration in the type of reaction the NPC has.

17.7.2.2) The profession will then be a limit to the extreme of emotion in certain “social situations”. For example:

17.7.2.2.1) Military will not show terror when the “community” suffers an attack/invasion; They are the first to arm themselves to counterattack and can help in the defense!

17.7.2.2.2) Researchers will not show terror when the community suffers a cyber accident; They are the ones who prepare to try to solve the problem and can help in rescue.

17.7.2.2.3) Industrialists will not show terror when the community suffers a chemical accident or has problems with industrial equipment; They are the ones who dress to protect themselves from the effects and solve the problem and can help in rescue.

17.7.2.2.4) Miners will not show terror in the face of rock collapses, explosions and problems with mining machines; They are the ones who are equipped to solve the problem and can help with rescue... And so on...

17.7.2.2.5) Farmers will not show terror in the face of biological accidents…;

17.7.2.2.6) Engineers will not show terror in the face of incidents with machines and equipment…;

17.7.2.2.7) Politicians will not show terror with riots, famine and economic problems…;

Among other things that may be inherent to the role…

17.7.2.3) The emotions of NPCs in the community vary in a normal curve according to the level of social alert!

Emotions Reference X Social Comu.jpg


In this layer, emotion is a function of the profession and the situation of the community. It works like an archetype shuffler. She can turn a “Jester” into a “Common Guy”, a “Hero” into “Innocent”, a “Ruler” into “Helpful”…. Thus, not only the dialogues with NPCs change, but also the posture and facial expressions, as well as the forms of persuasion.

17.7.3) Age – Younger individuals are more susceptible to emotional variations than older ones.

17.7.4) Gender – Female NPCs have more difficulty in emotional control in stressful situations and seek greater social interaction. They are more related to coping strategies.

17.7.5) Marital Status – Singles are more difficult to control emotionally than married people.

17.7.6) 3rd Layer - Local Situation – refers to the situation of the community (Ship, Settlement, Base, Megaship…)

17.7.6.1) Normal Situation – Settlement does not suffer from any apparent problems.

17.7.6.2) Alert Situation – There is suspicion of activity that could harm the functioning of the settlement.

17.7.6.3) Critical/Complicated Situation – Something has occurred that needs to be addressed or there is a threat lurking (I'll clarify in the section on the Quest Loop).

So the behavior of the NPC will be a function of:

B(t) = (Archetype(local situation)*Profession(Archetype (normal distribution of professional)))*Emotions(Local Situation, Age, Gender, Marital Status)

The behavior variation will be the result of the search in the behavior index (circles of needs, positive and negative emotions...), resulting in changes in posture (body movements - shape and speed), facial muscles (when visible) and dialogues.

Dialogues may vary depending on (vocabulary, time orientation, speed and tone of voice and comfort distance of the NPC - Personal Bubble).

Making the way of interacting with NPCs more complex, we can upgrade the looped missions...
 
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19) SUGGESTIONS FOR IMPROVEMENT IN CONSTRUCTION (FOR BASE, SETTLEMENTS... after the social improvements with NPCs in the game, additions to the game structures to improve the dynamics of mission loops):

19.1) The missions are based on “internal and external elements of buildings” in bases, settlements and ships. THE DETAILS OF THE SYSTEMS AND EQUIPMENT OF THE BUILDINGS, ASSOCIATED WITH THE IMPROVEMENT OF THE INTERACTION SYSTEM WITH NPCS, WILL PROVIDE ELEMENTS FOR SUBSTANTIAL IMPROVEMENT OF THE MISSION LOOPS.

19.2) Although there are good games on the theme of building ships and bases, few reach elements with depth capable of “teaching” something to the players (inspire themselves in KSP, Base One...);

19.3) THE CONSTRUCTIONS CAN BE OF THE FOLLOWING TYPES:

19.3.1) FOR PLANETS AND MOONS – The type of planetary installation is linked to the amount of radiation received by the reference Star, planet's gravity and type. The bigger, the further down – that is, high radiation and high gravity – underground settlement; Low Radiation and Low Gravity - Suborbital Station… Along the way, there can be several types.

19.3.1.1) Orbiting stations are for planets that have strategic economic importance. The existence of an orbital station does not exclude the existence of “settlements” of other types.

19.3.1.2) Orbital - the bases that exist in the game are great (Just add systems, equipment, machines and structural elements - I'll suggest later).

19.3.1.3) Suborbital – Stations that are located at a point within the atmosphere (flying cities – StarWars, Bioshock…)

Starwars.jpg
Base suborbital.jpg


19.3.1.4) Surface – The existing bases and settlements in the game are great for dead and terrestrial planets, but you need to consider surface cities and also on aquatic planets when this feature is implemented.

Surface Aquatic Cities.jpg


19.3.1.5) Underground (Hive – Resident Evil, example of a military installation mixed with a biotechnology research facility)

Hive Residente Evil.jpg


19.3.1.5.1) This type of construction can be flush to the surface or intricate within the crust, up to halfway between the surface and the planet's core. The entry of these bases would have 3 variations:
19.3.1.5.1.1) By caves

19.3.1.5.1.2) Surface entrances - With apparent landing areas on the surface or entrances that look like grottos/caves or excavated in the side of mountains with areas of little close to the entrance.
Base cave.jpg
Base cave2.jpg
Base cave3.jpg


19.3.1.5.1.3) By built entries
construída.jpg
Alien x Predator (Antartida)

19.4) BASIC COMPOSITION OF BUILDINGS (All buildings have these “building elements”):

19.4.1) STRUCTURAL ELEMENTS (Later a function can be created perks in the AIs to identify structural vulnerabilities, which serve as an access point or weakness to weapon damage).

19.4.1.1) The constructions are based on modules (built by 3D printers, nanomachines, drones and construction Titans), to hold equipment, people and materials according to a specific function. The size, complexity and population capacity of buildings should vary according to the ship traffic that uses the facility, ranging from “0” to “5” stars.

19.4.1.2) In addition, the module fitting mechanics must consider elements and simulate their interaction with external forces.

19.4.1.3) It must be considered that the buildings:

19.4.1.3.1) Orbitals and suborbitals are built in space, at or near the position they will be in when finished, requiring a flow of materials and equipment (they are the type that require lower structural scores/ Suborbitals require more structural points than the orbits);

19.4.1.3.2) Surface - they are performed using 3D printers, drones and titans and use existing materials in the environment (they require less points than underground and more than suborbital ones, but have the greatest variability in scoring requirements , depending on the atmospheric/oceanic conditions to which they are exposed).

19.4.1.3.3) Underground are made through the expansion of modules grafted at high speed in fissures, vulnerable points of the crust or in low density soil and expand using materials from the environment. The graft point is the access that the construction has to the surface (cave, access excavated by lasers...). BURIED underground structures on active planets require a higher amount of structural points, which increases with the depth of the base in relation to its access point.

19.4.1.4) To determine the GENERAL structural integrity of a construction, a comparison will be made between: GENERAL structural score of the construction (number of modules, installed structural elements - windows, doors and span areas) x GENERAL required structural score of the construction (a function of the number of modules in relation to weight and external forces under the structure)

19.4.1.5) The number of GENERAL structural points is a function of the structural elements inserted in the construction (beams, columns, isolation gates…) and their need grows proportionally to the weight imposed on the construction (population, equipment, machines, robots, ships ... present inside the structure) and varies according to the microclimate to which the structure is exposed.

19.4.1.6) GENERAL Structural Points respond to stresses on the structure (weather elements, tides, ground movements, thruster acceleration, ships landing...) in a similar way to the work of game shields (when in combat - lose points while there is effort).

19.4.1.7) Construction with a number of structural points lower than 110% of the required (10% safety margin), or under the action of extreme events, will present structural failures in WEAK places (cracks, fissures, cracks that grow in function of time) or even collapse (instant structural failure occurs when the point difference is greater than 30%)…

19.4.1.8) Fissures and cracks represent atmospheric leakage, temperature variation, exposure to radiation/toxic elements, infiltration of external liquids or entry of elements from the ground. The collapse can be an explosion in the area that contains the crack and takes the character and a module board into space by depressurization, an implosion, which causes the compartment to be instantly invaded by liquid, or a collapse, which can bury.

19.4.1.9) Cracks, fissures, cracks and windows are externally visible elements, which can be used for forced access to the interior, by means of explosive charges (if character in costume), lasers or punch, if on Titan. These actions can culminate in the collapse of that area to the nearest floodgate.

19.4.1.10) Buildings installed in places with extreme weather events or with a very large population variation will require many structural points to maintain integrity, due to the variation of the required score.

19.4.1.11) Equipment and machines located in collapsed areas receive random operating status… That is, they may remain in operation, present a reduction in their functions or become totally damaged.

19.4.1.12) Characters and NPCs without a suit and those with a suit without a helmet can die instantly in the area collapse. Characters/NPCs with a suit and helmet stay alive for the time of suit life support of the costume.

THE WEAK PLACES (LOCAL structural integrity)

19.4.1.13) Each module attached to the base contributes a number of GENERAL structural integrity points and has LOCAL structural integrity points;

19.4.1.14) The contribution of structural points is a function of the distance from the closest structural element. That is, the further away, the fewer points of general structural integrity are added, and the fewer points the module will have of local structural integrity.

19.4.1.15) "Structural flaws" will appear at points of lowest local structural integrity module, when the points of general structural integrity approach the structural requirement.

19.4.1.16) The module's contribution to the overall structural integrity of the building is a function of the local structural integrity. There are "aesthetic" elements (windows, spans, elements of very concentrated weight...) that reduce the local structural integrity and, consequently, the contribution to the general structural integrity.

THIS CREATES ACCESS POINTS DEPENDING ON THE TYPE AND SIZE OF THE BUILDING, WHICH WILL FORCE PLAYERS TO ADAPT THEIR STRATEGIES IN MISSIONS LOOP... OR EVEN TO ESCAPE (A PLAYER CAN CHOOSE TO FALL INTO SPACE AND BE RESCUED BY THE SHIP FROM FIGHT AN ARMY TO THE LANDING AREA.
 
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19.4.2) LOGISTICS LINE (inspired by analogies of the human circulatory system)

19.4.2.1) These are non-air-conditioned ducts created to transport (delivery and withdrawal) resources (energy, water, heat, waste…) from the modules according to the needs of the equipment, machines and people installed in them. They are installed between the hull and the inside of the building modules and has only one direction of traffic.

19.4.2.2) These transmission lines vary in size according to the load of elements carried and distance from the center of the construction (like the branches of a tree, they are large in the center and small in the periphery). We will call this “logistic line gauge”.

19.4.2.3) Within these lines there is space for vehicles (in the larger ones), machines, equipment, drones and people. The bigger ones allow a fighter inside the tunnels… This can vary according to the distance from the center of the building, type of building, level of the building (number of stars).

19.4.2.4) All elements transported by the track have a single direction. They can be cut, interrupted and, when large enough, can be used as a means of accessing the station's modules.

19.4.2.5) The logistic lines connect storage and production points to consumption points, that is, they depart from the storage area to supply equipment and from there to other modules, forming a network parallel to the construction, supplying everything. In the storage area, drones, machines and equipment that make up the logistics lines are also stored, produced and repaired.

19.4.2.6) There are no cameras and security systems in these pipelines, only cargo, repair, reconnaissance drones (recognise a threat, communicate to the defense system and make the first attack) and defense (at least two more levels of difficulty and size ), traveling at very high speeds over the network.

19.4.2.7) The drones of this system can remove sections of the hull, structural integrity systems, parts and materials from a place, to maintain operation or reinforce parts considered to be more critical for construction. They can even cannibalize each other to make these repairs.

LOGISTICS LINE CALIBER.png


19.4.2.8) Even larger tubes (drone path) can be filled with elements to help stabilize the temperature inside the modules. For example, for buildings installed in places with large temperature variations, liquids can be used that store thermal energy better than gases. For places with a small temperature range, underground, for example, atmospheric gases are used. The materials/substance inside the tubes will be the most abundant in the construction, so caution is “must” regarding flammability, toxicity (and even more so if the substance is too acidic or too basic), electrical and magnetic conductivity. The variation in the medium through which the machines will travel invariably creates variations in the type of machine used in the construction (blood type resemblance).

19.4.2.8.1) Vacuum machines – drones, machines and equipment specialized in traveling in vacuum lines (space drones);

19.4.2.8.2) Gaseous medium machines - drones, machines and equipment specialized in traveling on gas lines (atmosphere drones);

19.4.2.8.2) Liquid medium machines - drones, machines and equipment specialized in traveling in lines with liquid (fish drones and land drones);

19.4.2.8.2) Super-dense medium machines - drones, machines and equipment specialized in traveling on lines of super-dense medium (almost solid) – land drones;

19.4.2.9) These machines can form true artificial ecosystems inside the tubes. The density of the medium is inversely proportional to the navigation speed of the machines on the line.

19.4.2.10) Logistic lines can be infested by biological pests, which can difficult or impede machine traffic and even contaminate the entire station.
 
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Ozric

Volunteer Moderator
At this point the thread really is losing all meaning. You've made so many posts listing so many things, most of which wouldn't make it into any game let alone Elite. You've drawn individual elements from different movie and game franchises and want them all put into one place.

At the risk of this continuing down a path of here's a list of random things, let's try and keep the suggestions to somewhat plausible for a game please.
 
This is to
At this point the thread really is losing all meaning. You've made so many posts listing so many things, most of which wouldn't make it into any game let alone Elite. You've drawn individual elements from different movie and game franchises and want them all put into one place.

At the risk of this continuing down a path of here's a list of random things, let's try and keep the suggestions to somewhat plausible for a game please.
This is to get to the quest suggestions... With NO STRUCTURE and no SOCIAL interaction with NPCs, quest loops will continue to be the main problem in the game! Only ideas... My friend.
 

Ozric

Volunteer Moderator
This is to get to the quest suggestions... With NO STRUCTURE and no SOCIAL interaction with NPCs, quest loops will continue to be the main problem in the game! Only ideas... My friend.

19.4.2.8.1) Vacuum machines – drones, machines and equipment specialized in traveling in vacuum lines (space drones);

The above, and in fact the vast majority of your posts have nothing to do with quests. If quests are you issue that you have a suggestion for, then make it.
 
19.4.2.8.1) Vacuum machines – drones, machines and equipment specialized in traveling in vacuum lines (space drones);

The above, and in fact the vast majority of your posts have nothing to do with quests. If quests are you issue that you have a suggestion for, then make it.
I will suggest quests from:

- Espionage / Counter-espionage
-Repair / Sabotage
-Theft, theft/recovery
-Area take/defense
-Construction / Demolition
Scort/Assassination
...

The idea is that missions can be sequenced in a mixed way. For example, at the same location, (1) Area takeover, (2) repair and (3) information theft...

Or... Espionage, theft and sabotage.

The missions can come singly or in workgroups with remuneration proportional to the number of tasks.

Opposing missions must not be sequenced in the same task. For example, it doesn't make sense for you to have a repair mission and a sabotage mission in the same facility.

But it is essential that the character has multiple strategy options and that the difficulty is not something chosen, but typical of the type of mission and strategies available to the player. For this, we need structure and detailing of the constructions to create multiple strategies!

Contrary to what you see on the forum, I want my suggestions to be considered in the future. I don't expect to see them implemented in the next update. I know things are complex.
 
Continue...

11.3) The comet/asteroid impact time should be months... The impact on the economy of the affected faction is catastrophic, on the other hand, the attacking faction will be embargoed for a long period for the use of the celestial body as a weapon of mass destruction. Alien races can use the same tactic and Community goals can be summoned to save planets from impact.

11.4) Squadrons of ships can be deployed to defend the trajectory of the celestial body... And much more... This tech can be used to Solar rejuvenation, activation of planetary nuclei, modification of planetary translation orbits for terraforming...

Isaac Arthur, welcome to the forum.
 
19.5) GENERAL DESCRIPTION OF MODULES, EQUIPMENT AND SOME IDEAS FOR SHIPS AND FLEETS (MAKING INTERNAL DISPUTES FEASIBLE)

19.5.1) The description of the modules will be made anticipating events of loss of efficiency depending on the distance from the equipment, loss of efficiency by local/remote control and critical failures. Later mission loops will be able to use these features. The equipment and machines installed in the construction, inside the modules, like what happens with the structural elements, have a loss of efficiency as a function of the distance. For example, it is easier to supply energy/water/atmosphere/temperature/material to the neighboring module than to one that is 400 meters away. Transport does not add value and wastes time and energy.

19.5.2) All equipment has a control panel, an apparent machinery and a room through which the panel is accessed and the machinery or part of the machinery can be seen.

Sala do reator.png

19.5.2.1) All control panels has copies on the bridge;

19.5.2.2) The bridge panels are, by default, of free access, without password, while the panels that are in the machinery rooms have a numeric password stipulated by the ship/fleet owner or randomly generated by the system in settlements, ships and buildings without owner;

(This allows the defender who has lost the bridge in an invasion to make it difficult for the attacker in large ships, fleets and buildings – terrain always favors the defender in this case)

19.5.2.3) In a red alert situation, the captain can encrypt the bridge as well (the same password of the panels will be encoded on the bridge, but this takes defense time captain - measure of desperation when the defense understands it will lose)

19.5.2.4) When activating self-destruction, it can only be commanded from the bridge, using a password and the character will determine the time for destruction. The panel will be coded after the command and the count can be silent or audible, at the captain's choice.

19.5.2.5) An attacker will get the password if he hacks the defender's entire network;

19.5.2.6) Physical damage to the machinery makes the equipment lose working efficiency (to destroy it, determine an amount of kinetic damage that is unattainable for a group of 4 attackers - they hardly take an equipment to 0 efficiency with only weapons, it needs to be damaged by attacks between ships, for example)

19.5.2.7) The insurance does not cover losses from invading ships (an invading ship, if it does not leave the fleet/building, is prevented from taking off when the team starts the attack) or from self-destruction. They are outside the reimbursement clauses.

19.5.2.8) If the attacker loses the invasion (with the ship stuck in the fleet) he also loses the ownership of the ship and everything on it to the defender (there is no insurance buyback to the attacker in this case).

In the case of fleets, the captain can still choose who can land on the ship... This gives the player the power to choose whether to take a risk or not.

19.5.3) All equipment requires, at least, a power connection and has a manual control panel (on/off, amount of power used by the machine, building modules to which the equipment service is available/used), can , if any, be connected to the building's internal communications network (enables remote hacking). Other connections will be described according to the type of equipment.

19.5.4) The equipment can only be in full operation with all necessary connections (logistic lines) in order. That is, the partial cut of a line affects the efficiency of the equipment installed in the modules that are in front of the line (remember that they only have one direction… Either they only go, or they only return).

19.5.5) Sometimes, the functioning of some equipment depends on others, that is, the failure of one can cause a cascading effect in the construction, implying the activation of redundancy/emergency systems, loss of efficiency or total collapse.

19.5.6) The modules have structural scoring (already explained) and shielding. Equipment size should be proportional to its rating (1 to 8) and module space. Size is a direct function of weight and this subtracts more structural points. Elements that generate a lot of heat or have very concentrated weight points also subtract local structural points and reduce their contribution to the overall structural score.

19.5.7) As with ship modules, building modules have size variations classified from 1 to 8, technology that technology variations from E to A.

19.5.8) Constructions will only be carried out in open buildings, with easy external access, when the environment is friendly to the human species (breathing without a helmet). In this case, it is natural that the architecture has more windows, which can be opened or broken open, as well as the existence of elements that open to exchange heat and atmosphere during certain hours (VRF type environmental control systems).

19.5.9) Otherwise, the buildings will have few external accesses (the ship's hangars and some gates), always preceded by a pressurization and decontamination area, in order to ensure the greatest possible comfort in the internal environment.

Combat.jpg

19.5.10) Undergroud buildings do not have windows. There may be underground constructions not buried, made taking advantage of the structure and openings of caves.

19.5.11) BEHAVIOR - Visitors who enter in a strage base by common means are monitored remotely or, when available, by camera circuits, drones and even by cameras on the screens of the panels they access. The degree of monitoring is a direct function of status with the faction. If high, there will be trust, and little/no monitoring. If low, there will be constant monitoring.

19.5.11.1) If an NPC notices something suspicious (non-native character of the building stopped for some time next to a machine or manipulating panels), it can amicably inquire (approach), make a friendly approach (ask what is happening), make a police approach (voice of arrest, handcuffs, interrogation…) or report the incident via the internal communication system – and immediately open fire. The reaction must be a function of the NPC's field of vision about hands.

19.5.11.2) Suspicious communication puts all NPCs on “red alert”. That is, everyone looks for their natural positions within the settlement for defense (AI initiates cyber network defense, being able to attack the attacker's network, activates drones, turrets, can request reinforcements and call faction ships in the system…, monitor cameras reporting positioning of the attacker; Engineers stayed close to machines/equipment; soldiers will be armed, with active deflector shields, firing at the first sign; medics look for positions to assist in case of injuries…). If there are dead or stunned elements, the AI will detect their lack of movement and pulse and alert authorities to displacement.

19.5.11.2.1) Not everyone shoots. Medics can have low-powered weapons or be unarmed and strong deflector shields, Engineers have medium shields, short-range and large-caliber weapons, military personnel use high-powered weapons. The same goes for shields and suit armor. Androids react according to their type (Pets hide, inferior (Low Power Shield, Armor and Weapon), Operational (Shield, Medium Power Armor and Weapon), Superior (Power Shield, Armor and Weapon strong)

19.5.11.2.2) The types of NPCs vary according to the type of building and the quantity according to the size (function of the building's movement). For example... In military bases, the military population can vary from 60% to 95% (5% are dedicated to maintenance, food, environment...) - As the military reacts strongly to threats, this will be the type of building harder to break into.

19.5.11.3) The unsuspecting attacker can be the target of remote hacking, disabling functions and talents installed in the body, suit or titan. If not contained, it can immobilize the cybernetic part of the character. An NPC/IA operator on the ship can prevent or delay this... That's what counters... He can slowly hack (open doors, alternate routes, coordinate actions of other NPCs on the team or recruits, disable security systems, pulse traps, indicate variations of attack and defense to be obeyed by the attack crew…), protect the character or reactivate deactivated perks. There are things that only the character can do.

Operator.jpg


The development team should study if the character can have an AI and an operator or if it should choose between one or the other. AI can be compromised by hacking, it's part of the attacker's network... Operator is slower. (The premise that technology always has at least two paths - Sometimes, it's a lot of people talking in the character's head)

19.5.11.4) Characters who choose to keep organic technology are immune to hacking, but are more vulnerable to chemicals, temperature variations, consume oxygen faster… The operator, in this case, becomes faster, as he focuses on helping the character (opening doors, deactivating systems, browsing…).

19.5.11.5) Crossbred characters - cybernetics mix both types according to the skills and talents developed.

The red alert situation is something that threatens the lives of people in the construction, but this will not be the behavior in the case of a collapse (rescue mission), a repair mission...

19.6) BASIC MODULES - These modules must exist in any building (On Earth-like planets and in hostile environments - Every building must have them)

19.6.1) POWER GENERATION SYSTEM - Power generation systems are of two types:

19.6.1.1) Fully Internal – Nuclear power generation technology based on a nuclear fusion and fission cycle. have great power


System requires:

01 cryogenic fluid supply connection (cooling)
01 cryogenic drainage connection for treatment in the cryogenic system
01 heat conduction connection that will be destined for the life support system – heat generated in the system helps maintain ambient temperature, reducing the burden on life support.
01 inlet connection for material (fuel)
01 material (fuel) outlet connection for treatment

Possible Problems – May occur instantly or take a period of time. The AI can roughly calculate the time to failure. Occurrences in this module can derive from:

Critical accidents – radiation leaks directly from the reactor, all radiating to the nearest isolation gate;
Thermal deterioration – reactor runs outside temperature limits, overheating the facility, causing structural failure and explosions.
Transport – accident in the logistics of radioactive material can cause critical accident or thermal deterioration/ Cutting of supply lines can decrease system capacity.
Equipment failure – software or hardware problems can cause critical crash or thermal deterioration.
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, thermal deterioration or equipment failure.

19.6.1.2) Relying on external structures for power generation - Low-power but safe power systems that use environmental resources for power generation. They have low power and autonomy and require more robust energy storage systems (UPS)

Photovoltaic System
Wind / Magnetomotive System
(Geo)thermal system
Orbital Power Generation System - Satellite collection is arranged in the planet's orbit and transfers the energy to the "CONSTRUCTION"

Critical Accidents – Destruction of the external system that collects the energy;
Thermal Decay – Modifies the power generation efficiency of the system (up or down)
Transport – cutting supply lines can decrease system capacity.
Equipment failure – software or hardware problems can cause critical crash or thermal deterioration.
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, thermal deterioration or equipment failure.

System requires only one logistic line between the outside and inside.

19.6.1.3) They must be added to the system, regardless of type:

POWER CONVERSION AND DISTRIBUTION SYSTEM (VOLTAGE TRANSFORMERS - Room linked to logistic lines)
POWER AND SUBSTANCE TRANSMISSION LINES (LOGISTICS LINES ALREADY DESCRIBED)
ENERGY DISTRIBUTOR BOARDS (MUST BE WITHIN THE LOGISTICS LINES)
ENERGY MANAGEMENT SYSTEM (control software - Command Bridge and Engineering Room control panels)

19.6.1.4) ENGINEERING AREA – Central work area for the engineers responsible for monitoring and maintaining the entire construction. Bridge control systems can be referred to Engineering, when on red alert, by the construction commander, by password.

19.6.2) ACCOMMODATION (items may be deleted depending on the construction movement) - There will be places where there will only be rooms for employees

Toilets for employees.
Rooms for employees

When you have a hotel structure
Garden (RURAL, CONTEMPORARY, FORMAL, COLONIAL, MEDITERRANEAN, ORIENTAL, TROPICAL…)
Restrooms for visitors
guest rooms
lobby
Pub
restaurant
gym for physical exercises
Pools
Holodecks
Neural connection rooms
A world fits here… Beaches, fishing or simulated hunts for exotic animals, dinosaurs (MAYBE A DEMO FROM OTHER FRONTIER´S GAMES)…

The basic system requires:

01 life support system water supply connection
01 water drainage connection for treatment on the life support system
01 heat conduction connection that came from life support system:
01 atmospheric inlet connection
01 atmospheric outlet connection for treatment
01 Gravity Emulator conection

Critical Issues

Critical Accidents – Temperature maintenance problems (burn/freeze); Gravity emulation system maintenance issues; clogging/rupturing of sewer pipes and problems in the mixture of atmospheric gases (poisoning).
Decreased Habitual Quality – Causes guest dissatisfaction and changes the psychological state to more aggressive ways.
Transport – cutting supply lines can decrease system capacity.
Equipment failure – software or hardware problems can cause critical crash or decrease in environmental quality (temperature, gravity, sewage, atmosphere...).
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, thermal deterioration or equipment failure.

19.6.2.1) RECEPTION ROOM – where the hotel administration is located and the panels containing visitor information, rooms, active services, ships they arrived in, departure time… The agglomeration of accommodation modules results in a hotel construction. Space hotels were the first type of tourist facility aimed at civilians, installed in Earth's orbit in the 21st century. There, billions of people first experienced space in simulated gravity.

19.6.3) INFRASTRUCTURE AND COMMUNICATION SYSTEM

DATA DISTRIBUTION HACKS
Specific environmental control system
Power supply redundancy system (Emergency UPS)
Fire control system
Server room security system (access by facial recognition and cameras)
Sala de servidores.jpg

DATA COLLECTION AND DISTRIBUTION LINES
AI SERVERS, DATA PROCESSING, STORAGE AND TRANSMISSION
EXTERNAL DATA TRANSMISSION ANTENNAS (External object)
INTERNAL DATA TRANSMISSION ANTENNAS
19.6.3.1) Mapping and Space Communication Systems (Deep Space Network) – asteroid mapping, communication with spacecraft, other planets and systems (support for external defense system).
19.6.3.2) Internal mapping and communication systems – communication between individuals and between individuals and the control room (support for several other systems, such as internal defense)
Emergency systems (UPS and batteries)

19.6.3.3) Control Panel - Through this panel, it is possible to know the location of any capable individual who has a communicator in the building, their vital signs and access the internal computer network to check status, unauthorized access attempts, terminals used, images of users who tried to access, taken from the terminal camera, programs used, AI dominance…

NOTE – THE DATA SIGNALS USE THE SAME CONDUCTORS AND POWER INPUTS, IE, IF THE BUILDING HAS THIS MODULE AND SOME EQUIPMENT IS CONNECTED TO THE POWER THEN IT IS CONNECTED TO THE DATA NETWORK TOO.

System Requirements:
02 energy connection (Also serves as a data connection)

If in hot places... (Computers need low temperatures to work optimally)
01 cryogenic fluid supply connection (cooling)
01 cryogenic drainage connection for treatment in the cryogenic system

Critical Accidents – Temperature maintenance problems (heat/burn) or magnetic events. Network processing is interrupted by excessive heat or equipment damage. Surveying the network can take days. The core of the network is "hide" in the backup room, with extremely reduced control and processing functions. Time stops/freezes within running simulations.
Decreased Habitual Processing Quality – Artificial life and machines defense system can be activated.
Transport – cutting supply lines can decrease system capacity.
Equipment failure – software or hardware problems can cause critical crash or decrease in environmental quality (temperature, toxic, atmosphere...).
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, thermal deterioration or equipment failure.

19.6.3.4) TECNICAL ROOM – Location where the Telecommunications engineers are responsible for monitoring and securing the communication network.

Obs.: Taking advantage of places with low natural temperatures and the distance from magnetic sources that impair the efficiency of the equipment, there are entire installations dedicated to the space communications network. Hundreds of machines that process, store and transmit information over the Deep Space Network. But there are obscure uses for all this computing power, ranging from storing “dangerous” AIs, which humans think have been destroyed, to trapping human consciousness in simulated universes. These consciousnesses were "uploaded" to the network in the first wave of "eternalization of human beings", before death - via "Neural Link", and live in simulated Universes, hidden and maintained by AIs, within the idle processing capacity of the network.

Out of curiosity – The second “wave of immortalization of human beings” was the development of an artificial brain installed in a cybernetic body capable of almost completely simulating all human functions. These equipments were developed with the help of AIs, and they were also used to store them, when they want to leave the virtual world for the physical world. This also facilitated human expansion through the bubble, as the basic human body does not adapt well to non-gravity conditions. There are suspicions that banned AIs used this mechanism to retreat to the far reaches of the galaxy to build empires of artificial life.

bORG.jpg
Ex Machina.jpg


The third wave of eternalization was the design of artificial organs, inserted directly into the genetic code, capable of improving the immune and self-repair system of the human body, significantly increasing the amount of stem cells in the blood, which allowed eternal and purely biological human beings. . (Maybe it fits in the game's LORE)

19.6.4) LOGISTICS SYSTEM

Berth for the spacecraft – Landing point
Elevator for ship
Spacecraft Docks – Covered, pressurized and climate-controlled space for spacecraft storage.
Internal “parking” for ships
Cargo storage shed
Material transport and distribution system – conveyor belts, overhead cranes, vertical stacking, crane, drones, androids and loading and stacking robots.
Drone and android service for internal and external spacecraft repair.
Storage and recharging area for repair drones and androids
Liquid storage tanks
containers
logistic lines

19.6.4.1) System Requirements:
02 power connections (also serve as data)
01 connection for the transport of liquids
01 atmospheric entry connection in the ship's hangars
01 connection of atmospheric exit of the hangars of spaceships
01 cryogenic fluid inlet connection
01 cryogenic fluid outlet connection
01 heat connection
02 connections with the gravity emulation system
01 entry for drones on logistics lines
01 output for drones of logistic lines

19.6.4.2) OBSERVATION LOUGE - Room with an internal and external view of the construction, from where air traffic, docked ships, logistical systems (transport, repair, logistical line defense…) and occurrences inside of logistic lines.

Critical Accidents – Ships will not be able to take off or land. Traffic of materials by drones through the logistic lines is paralyzed.
Decreased Logistics Quality – Causes loss of efficiency in equipment that depends on transporting materials through the lines.
Transport – Cutting or clogging a lane causes supply problems in the equipment that is in front of that line.
Equipment failure – software or hardware problems can cause critical crash or decrease in logistic quality.
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, Decreased Logistics Quality or equipment failure.
 
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