assumption for standardized communication protocol

I don't know if FD has more communication on screen, but I think there can be much mor communication betwenn players as well as between AI and players.

Therefore Coms have to be standardized in content (the exact text should be nade individual)

By a very simple com grit, with very few basic elements, combat, piracy and bountyhunting could become far more immersive (from my point of view). And I think it should be very easy to program.

The attached plan is just a quick sketch and of couse can be improoved, but what do YOU think about this option?
 

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See another player > Deploy hardpoints

Other player has deployed hardpoints, you are the only other ship around > shoot them first

Other player shot you > shoot them back

Other player shot back > re-evaluate situation, are you losing?

You are losing > Full thrust in reverse.... while shooting

Still losing > even though shields came back and are holding, all pips to weapons

Losing even more > question the games logic

Questioned it > flamed on the forum

Post goodbye thread > come back after 2 days

repeat.
 
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This game is kind of based on the American movie psyche. That is; most communications are done with weapons.
 
Yes.... thats the way of only talking with Your weapons, but I would like to have options beyond that.

It's not very immersive (in my opinion) to start a contact (even with AI) with weapon fire.
Especially, when first contact with alien races becomes part of the game, ther should be more decisions tha shoot first or not.

Sorry, than I'm an old world european with only one handgun in my household, but I'm used to give a surrender option!
 
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There absolutely needs to be a reasonably deep interactive dialogue with NPC's, I am not saying this is it, but it's clearly a suggestion and worthwhile to keep this ball rolling. I have grave concerns we are going to see not only NPC interactions not go forward but actually take a seat even further back in the bus :(
 
See another player > Deploy hardpoints

Other player has deployed hardpoints, you are the only other ship around > shoot them first

Other player shot you > shoot them back

Other player shot back > re-evaluate situation, are you losing?

You are losing > Full thrust in reverse.... while shooting

Still losing > even though shields came back and are holding, all pips to weapons

Losing even more > question the games logic

Questioned it > flamed on the forum

Post goodbye thread > come back after 2 days

repeat.

It's the same old story. Boy finds girl, boy loses girl, girl finds boy, boy forgets girl, boy remembers girl, girls dies in a tragic blimp accident over the Orange Bowl on New Year's Day.
 
Talking just buys time; for both parties. Both intent on things the other wishes to avoid. The aggressor talks to close the gap, the other party talks to increase the gap. Less talk, more action; just weigh up your options and just get on with it.
 
To the OP: the problem it's your initial assumption, meaning is wrong to shot down another commander. In my opinion is wrong not to shot down another commander, if it's in my interdiction range. Also i expect all the time to be interdicted and shot down by another players, it's the very nature of this game.
 
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Well, I've been asking for more "advanced" communications for some time. ATC communication are one area where we could have a more immersive communication.

Se example

[video=youtube;uyFiluIvaJ8]https://www.youtube.com/watch?v=uyFiluIvaJ8[/video]


However I guess that the community here are more to the Arcade side than a Simulation side.
So we will just have a more simple docking procedure, I even see suggestions that you don't even need to dock because its boring.
 
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Well, I've been asking for more "advanced" communications for some time. ATC communication are one area where we could have a more immersive communication.

Se example

https://www.youtube.com/watch?v=uyFiluIvaJ8


However I guess that the community here are more to the Arcade side than a Simulation side.
So we will just have a more simple docking procedure, I even see suggestions that you don't even need to dock because its boring.

Current ATC communications is a holdover of a very archaic system that no one is willing to pay to replace. It was outdated 20 years ago and if it were brought up to speed with current tech audio chatter would be kept to an absolute minimum.

They may be forced to upgrade and automate it soon no matter what though, given the shortages in qualified staff the industry has been facing for years.
 
The coms in the example are well done, but a bit too much in my opinion for ED, it should be simple.

Most aswers are only pointing to PvP communication, my main goal ist to alow PVP and PVE communication with consequences.

To force cargo from a target should be an act of piracy and worth a bounty, wether a shot hits the ship or not.
Traders need more options to deal with pirats (pvp and pve) in an imersive way.

For Arcade Style gunning You don't need any communication, but I think that I'm not alone and many players would like to have more realistic feeling
in the game, else we don't need exploration, or Horizons, or walkin in station, becaus we have all for gunning each other.

But that ist not the way I like to play, I want more! And I hope FD is not only listening to the combat only players!
 
The coms in the example are well done, but a bit too much in my opinion for ED, it should be simple.

Most aswers are only pointing to PvP communication, my main goal ist to alow PVP and PVE communication with consequences.

To force cargo from a target should be an act of piracy and worth a bounty, wether a shot hits the ship or not.
Traders need more options to deal with pirats (pvp and pve) in an imersive way.

For Arcade Style gunning You don't need any communication, but I think that I'm not alone and many players would like to have more realistic feeling
in the game, else we don't need exploration, or Horizons, or walkin in station, becaus we have all for gunning each other.

But that ist not the way I like to play, I want more! And I hope FD is not only listening to the combat only players!

Of Course a more simple version should apply for ED, it's just to give a more immerse game experience.
 
The coms in the example are well done, but a bit too much in my opinion for ED, it should be simple.

Most aswers are only pointing to PvP communication, my main goal ist to alow PVP and PVE communication with consequences.

To force cargo from a target should be an act of piracy and worth a bounty, wether a shot hits the ship or not.
Traders need more options to deal with pirats (pvp and pve) in an imersive way.

For Arcade Style gunning You don't need any communication, but I think that I'm not alone and many players would like to have more realistic feeling
in the game, else we don't need exploration, or Horizons, or walkin in station, becaus we have all for gunning each other.

But that ist not the way I like to play, I want more! And I hope FD is not only listening to the combat only players!

Half the traders I see getting pulled over have a hard enough time figuring out the sequence of events as it is, where all they have to do is Jettison X amount if they don't want to get shot or run if they think their chances are good. You're suggesting a system that requires a flow chart to understand. Don't expect it to go over well with anyone, trader or pirate.
 
I'd LOVE better interaction with npcs - even multi choice answers? Maybe when we get the ability to receive missions in space with Horizons
 
That is what I indended... Standard multiple choice .... Maybe for PVP it is nice to change the displayed text, but the module would be fix.

It should only cost seconds to do the coms.
 
I'd like to see the developers revisit the pictogram-based comms system used in Captain Blood on the ST/Amiga. That way, we could all communicate what we want to each other without being tied to any particular (human/other) language.
 
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