Game loops for Search & Rescue, especially around escape pods

I'd like to suggest a few game loops that will make search and rescue more interesting, especially around recovering escape pods.

Table of contents
A. Missions​
B. Delivering escape pods​
C. Escape Pods Interactions​
D. Search and rescue at Fleet Carrier​
E. Possible monetisation methods for Frontier​

A. Missions

1. Rescue escape pod/black box/ship data from a nearby system

Given by: Factions at station/concourse boards​
Implementation complexity: low, all in game functionalities are present​
Give criteria: friendly reputation​
Success condition: recover the requested item onto the ship and deliver it back to the mission giver​
Mission: "We have lost contact with our pilot who went on [research/patrol/spy] mission on the planet [Xxx] in System [Yyy]. We believe [he/she] is [dead/alive], thus please recover [escape pod/black box/ship data] and deliver it back to us"​
Rewards: standard​

2. Search for a missing ship
Given by: Factions at station/concourse boards​
Implementation complexity: all in game functionalities are present, but it will require a bit of scripting​
Give criteria: friendly reputation​
Mission: "We have lost contact with our [trade/patrol/mining/science] ship in System [Yyy] which meant to reach planet [Xxx]. Please go to the system, locate the ship and find out what has happened. You may need to scan nearby planets for crash sites and use SRV to recover the pilot on the remnants of the ship. You may also need repair and refuelling limpets to assist the ship in space"​
How the mission may play out:
for inhabited systems commanders may use a nav beacon to locate the ship​
for uninhabited systems commanders will need to use FSS to locate signals or scan planets nearby the target planet​
trade and patrol ships may be stranded in space or crashed on planets/moons nearby stations​
mining ships may be stranded in space or crashed on planets/moons around ringed bodies​
science ships may be stranded in space or crashed on planets/moons having geo/bio signals or abandoned settlements/ruins​
out of fuel scenario: "It is great that you found us commander. We went off the course to check [new mining spot/analyse new signal/avoid pirates] and we run out of fuel. Can you help us?" Giving fuel will finish the mission as successful​
damaged ship scenario: "It is great you found us commander. Our ship has been damaged [by pirates/by collision with asteroid/by unfortunate landing/by getting too close to the star]. We have managed to get to the safe space but cannot continue our journey. Can you help us and repair our hull?" Repair hull to over 50% will finish the mission as successful​
crashed ship scenario (planet): approaching the crash site will update the mission goal to either recover the escape pod/black box or ship data​
destroyed ship scenario (space): dropping off at degraded emission signal space will update the mission goal to either recover the escape pod/black box or ship data​
Rewards: standard (higher than mission above)​
For the future: it would be amazing to be able to interact/assist landed npc/player ships and exchange commodities/materials with them or repair them. In such case, there could be more scenarios for search and rescue​

3. Search for the missing explorer
Given by: random encounters in odyssey settlement and station concourses​
Implementation complexity: concourses will need to get random encounters like odyssey settlements have​
Give criteria: pathfinder exploration rank​
Mission: "My [husband/wife/brother/sister] went on an exploration journey to [Xxx] system. The last message I got was that they reached the system and were going to land on the planet [Yyy] but since then I have not received any more comms. I am worried something bad has happened. I do not know where to go and I do not have my own ship nor skills to check it myself. Can you please help me?"​
How the mission may play out:
depending on exploration rank the target system could be further away, in 1000 - 4000 ly distance​
after reaching the system, commanders will need to scan the planets to discover the crash site. The crash site may be on the target planet or in more advanced scenarios (for higher ranks) on other planets in the system, that have geo/bio signals, rings, ruins/abandoned settlements, or are moons around ammonia/water/ELW planets​
upon reaching the crash site, the mission goal gets updated to collect an escape pod or black box and deliver it back to the mission giver​
Rewards:
• target system has always high payable bodies (or bio signals present)​
• high-grade materials​
• a hint of an undiscovered system with high payable bodies, phenomena, POIs, or a lot of bio signals.​
The hint is delivered on ship comms (like other hints) after the mission is completed:​
  • (black box delivery) "Thank you for helping me. I know now that I will never hear any new stories from my beloved [husband/wife/brother/sister] about the distant fascinating places, but at least I will sleep knowing [he/she] is not stranded somewhere in the void. As a gratitude, I'd like to give you the coordinates of the next system where [he/she] wanted to go. Apparently, this system may be very interesting for explorers. The system name is [Xxx]".
  • (escape pod delivery) "Thank you for recovering me out of the black. I thought I would never see home again. I will stay away from explorations for a while, but I'd like to give you the coordinates of the next system I wanted to go to. According to my research, this system may hold interesting discoveries. The system name is [Xxx]".

B. Delivering escape pods

While the reward for delivered escape pods does not need to be higher, the game will be more interesting if such delivery would have a further impact on the game:

  1. Offering to join as a crew for a much lower or 0 fee
    "Thank you for saving my life. I lost all my family and friends in this crash and have nowhere to go. If you like I can join you for a flat 1% profit share - at least I will be able to pay you this way" (can be rejected)

  2. Hinting at interesting discovery locations
    "Thank you for saving my life, if not you, I do not know how long I will stay here. I was on an exploration journey on a way to [undiscovered system/undiscovered planet/system not visited by commander] to [analyse new species/map out high payable bodies/explore strange signals]. Our trip has abruptly ended but perhaps you will finish it" (occurring for pods recovered over 500ly from any settlements)

  3. Offering reputation increase in factions where the person belongs to
    "In the name of [Xxx] faction, we'd like to thank you for recovering [name] who is our valuable member"

  4. Getting materials, cargo, or cash as gratitude (to be collected at the station of delivery or specific system)
    "Thank you for recovering me, as a gratitude I'd like to give you [xxx]" (can be rejected)

  5. Getting revenge missions
    "Thanks for saving my life, [name] pirate from [yyy] faction has destroyed my ship. Would you be interested in punishing him in my name? I will pay you well" (can be rejected)

  6. Take me home mission
    "Thanks for saving my life Commander. I would like to go home to the station [xxx] at system [yyy] but I do not have a ship. Would you like to give me a ride? I will pay you [zzz]" (can be rejected)

Of course, there could be some percentage chance for these actions to occur so that if someone delivers 100 pods won't get spammed.

C. Escape Pods Interactions

The escape pods interactions require implementing functionalities that are currently not present in the game - they will offer however more interesting take on search and rescue. As per Fizzatron suggestion, the idea is to re-imagine escape pods from being cargo into a container housing an NPC.

It will allow then the following interactions:

1. Scan Escape Pod
It will reveal bounties/criminal records, faction and/or home system, information about victims/hostages.
Such ability will open possibilities to:
  • take criminals to prison colonies/ships or nearby local authorities to receive bounty rewards
  • take back escape pods to the home system/faction to receive a higher reward
  • take hostages/victims to nearby search and rescue location
  • decide to leave the escape pod to avoid dangerous effects
  • decide to open the escape pod
2. Open Escape Pod
Opening the escape pod will release the NPC and will lead to further effects like:
  • NPC thanks for the rescue (with one of the Section B options) and calls Apex to leave
  • NPC becomes hostile
  • NPC asks for further assistance (taking them home / taking them onboard for additional missions from sections A and B). If the commander rejects the ask, the NPC would then either call Apex (if possible), ask to take them to the closest port, or become hostile.

The ability to open an escape pod should be limited to situations where:
  • there is a possibility to call Apex - so the NPC could call it and fly away
  • there is a space in the passenger cabin to take the NPC in
  • there is a space in the cockpit to take the NPC in

3. Effects of taking escape pods / NPCs on the ship
  • Taking hostages/victims on the ship could effect with hostile ships trying to intercept the commander.
  • Taking released criminal NPCs into cockpit or passenger cabins will cause the same effects as flying with Wanted passengers.

D. Search and rescue at Fleet Carrier

Fleet carriers could get a module to hand in the escape pods. It should be possible then to:
  1. Interact with the rescued people
    which would be seen in the bar area, corridors, and hangars. They will be able to show gratitude (section B) or give further missions (section A).

  2. See them enjoying carrier jumps
    (pure immersion).

  3. See apex or other vessels getting them out of the carrier
    if the carrier is in the inhabited space (pure immersion).

E. Possible monetisation methods for Frontier

  • Additional search & rescue paint jobs, decals, suits, etc.

  • FC search & rescue paint job for exterior and interior

  • if FC would get a dedicated interior for the search and rescue module, it could have paid configurable decorations
 
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I was thinking about something like this last night and was going to post about it here.

I think the key to making anything like this work is to re-imagine escape pods from being just a cargo item to being collectable container housing an NPC with the same attributes, ie; name, wanted status, etc..

So last night, I scan a planet and see some distress calls, I check one out and it's a crash site with all narcotics and personal weapons, so the scene suggests a smuggling mission or nefarious deal gone wrong, there's two occupied escape pods there also.

With the ability to scan the escape pods I could figure out whether both were criminals with bounties, which should be collected when dropped off (or disposed of, depending on possible mission criteria). Plus it would be good to see if there are any innocent kidnap victims or hostages type of situation which could come with their own reward, etc.

From my well equipped armchair development station it looks like it's probably not a simple thing to achieve, cargo is limited to stolen, unique, legal salvage, etc.. which would now have to have an extra set of attributes. However, I think it would make for some pretty good search and rescue missions.

The fullest way to implement it would be to allow us to open them and release the NPCs which could trigger some more effects that could include them just calling for an Apex and giving you some credits right there and then, or needing an escort to a particular place, or a hostile reaction, etc.. However, I would not imagine this happening (if at all) until we see more NPC interaction overall, including seeing our own crew sitting with us etc.. But I'd be fine with "just" being able to scan/identify/drop off escape pods, and missions like you describe becoming a part of the game.
 
I was thinking about something like this last night and was going to post about it here.

I think the key to making anything like this work is to re-imagine escape pods from being just a cargo item to being collectable container housing an NPC with the same attributes, ie; name, wanted status, etc..

So last night, I scan a planet and see some distress calls, I check one out and it's a crash site with all narcotics and personal weapons, so the scene suggests a smuggling mission or nefarious deal gone wrong, there's two occupied escape pods there also.

With the ability to scan the escape pods I could figure out whether both were criminals with bounties, which should be collected when dropped off (or disposed of, depending on possible mission criteria). Plus it would be good to see if there are any innocent kidnap victims or hostages type of situation which could come with their own reward, etc.

From my well equipped armchair development station it looks like it's probably not a simple thing to achieve, cargo is limited to stolen, unique, legal salvage, etc.. which would now have to have an extra set of attributes. However, I think it would make for some pretty good search and rescue missions.

The fullest way to implement it would be to allow us to open them and release the NPCs which could trigger some more effects that could include them just calling for an Apex and giving you some credits right there and then, or needing an escort to a particular place, or a hostile reaction, etc.. However, I would not imagine this happening (if at all) until we see more NPC interaction overall, including seeing our own crew sitting with us etc.. But I'd be fine with "just" being able to scan/identify/drop off escape pods, and missions like you describe becoming a part of the game.
When I was writing this post, I was thinking about similar functionality. Being able to scan the escape pods for the bounty records, home system or home faction details would give more options to interact with the NPC. It would allow delivering them back to the home faction (for a reward or follow-up missions), to prisons/authorities (in the case of the pirates), or could even cause more dangerous scenarios (when helping victims or smugglers).

I have not put it in originally, as there is currently no such functionality in the game, so I presume it will be much more difficult to get it implemented. As I see you have got a similar idea though, I will add it then!
 
When I was writing this post, I was thinking about similar functionality. Being able to scan the escape pods for the bounty records, home system or home faction details would give more options to interact with the NPC. It would allow delivering them back to the home faction (for a reward or follow-up missions), to prisons/authorities (in the case of the pirates), or could even cause more dangerous scenarios (when helping victims or smugglers).

I have not put it in originally, as there is currently no such functionality in the game, so I presume it will be much more difficult to get it implemented. As I see you have got a similar idea though, I will add it then!
@Fizzatron I have added it as section C of the post.
 
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