So,
I think there's a great deal of good in the FPS module.
I'll use this to... ehrm...
yeah... Dunno.
(good) People have noted my interest in this and started asking what I mean, in detail. Maybe this is a good way to get all the ideas through, a step at a time without getting lost in pages and pages...
To any mods: Feel free to kill this thread. Just because I feel awesome about my skill in creating gameplay elements (?!) that doesn't mean I actually can deliver!
To anyone reading: English in NOT my primary language, bear on please.
And so it begins...
FPS Module does give the opportunity to players to move in a first person perspective in the Elite Dangerous universe outside the boundaries of the ship she/he owns.
As written before, it's only really applicable on ships above a certain tonnage.
That is, those that have the physical space behind the commander chair for the necessary structure (a/many corridor/s, more rooms and so on).
There could be some ships whose Cockpit opens directly into the "outside". Boarding that kind of ship would prove... tricky.
This detail must be left entirely in Frontier's capable hands.
I could see in FPN a minimalistic GUI integrated in some sort of headpiece.
This would allow for remote operations of simple subsystems, without the need to physically move all over the ship just to activate something. It also remove the need for an immersion breaking fast-travel options.
What could be smart is the use of a separate instance for the player involved in a FPN section.
I.e.: FPN sections would only actually activate and set the player(s) in a separate instance when certain conditions are satisfied:
Ok, from now on this module is referred as First Person Navigation (FPN)
Main areas of interest:
... Continues Next Post ...
I think there's a great deal of good in the FPS module.
I'll use this to... ehrm...
(good) People have noted my interest in this and started asking what I mean, in detail. Maybe this is a good way to get all the ideas through, a step at a time without getting lost in pages and pages...
To any mods: Feel free to kill this thread. Just because I feel awesome about my skill in creating gameplay elements (?!) that doesn't mean I actually can deliver!
To anyone reading: English in NOT my primary language, bear on please.
And so it begins...
FPS Module does give the opportunity to players to move in a first person perspective in the Elite Dangerous universe outside the boundaries of the ship she/he owns.
As written before, it's only really applicable on ships above a certain tonnage.
That is, those that have the physical space behind the commander chair for the necessary structure (a/many corridor/s, more rooms and so on).
There could be some ships whose Cockpit opens directly into the "outside". Boarding that kind of ship would prove... tricky.
This detail must be left entirely in Frontier's capable hands.
I could see in FPN a minimalistic GUI integrated in some sort of headpiece.
This would allow for remote operations of simple subsystems, without the need to physically move all over the ship just to activate something. It also remove the need for an immersion breaking fast-travel options.
What could be smart is the use of a separate instance for the player involved in a FPN section.
I.e.: FPN sections would only actually activate and set the player(s) in a separate instance when certain conditions are satisfied:
- The player is alone: let's face it, to have fun with the FPN it's better to have no other worries going on.
So the first check would be if the player is reasonably alone in a certain radius. This would make sure he can be placed in a safe instance where she/he can perform the FPN section with no annoyance (beside the FPN). So while "salvaging" an empty hulk or mining, or during a delivery of a bio-weapon (Military-Grade Chinchilla), IF there's nobody around, there's a percentage of a FPN Section happening.
- Two player ships -with the same FPN module settings- are within a certain distance: eh, good'ole piracy act. With the right weapons, and the right equipment it *SHOULD* be possible to disable another player's ship. Dynamics for "Why would I board another player's ship?" are detailed in the "Third party ships FPN" below...
- A player (or his group) reached the location for a NPC entity: there could be a NPC driven quest requiring a ship for the mission and one (or more) for escort... i.e.: The NPC that give the quest warns the player that they could be attacked and a boarding *could* happens, or (the other way around) they have to approach a certain area and board assault another NPC ship while defending from its escort. Detail on what to do are in the "Third party ships FPN" part below.
Ok, from now on this module is referred as First Person Navigation (FPN)
Main areas of interest:
- Player owned ship FPN includes (but is not limited to):
- Damage Control - actions roughly split in containment or repair.
At the beginning (considering that the module will NOT be available at launch) all these action could be performed by an automated system or NPC crew. Literally just a statistic or some GUI button activation.
In this case, with the module fully active, I could do-- Damage containment:
- this will allow me or another human-played crew-member to activate emergency procedures relative to a specific condition.- Procedures: immediate solutions are available at the player's console.
It could be necessary to move to a secondary station, or order those who are manning it to do something (either AI or Human).
In some *extreme* cases it could still be necessary to handle it personally.
I'd avoid as much as possible button mashing/puzzle solving (fire extinguisher at hand or connecting wires) or this will be skipped entirely.
NO BUTTON MASHING Q.T.E.
It's better to employ a simpler method (single button operation) based on observation and a little bit of cognitive thinking. Experience WILL help.
As an example of Damage Control and Repair look in the following post, at ---- EXAMPLE ----
- Procedures: immediate solutions are available at the player's console.
- Damage repair:
- this will happen AFTER the previous step OR in case of a faulty unit/subsystem. Damage brought upon a ship could be dealt in different ways:- Jury Rigging: It's mainly the act of removing the cause but not the symptoms. Takes little time, no spare parts are required, but not everything can be j.r..
I.e.: in case of hull damage, the hole is closed with makeshift boards, soldered, little hit-points are restored but lost armor of the area is NOT. From outside it looks closed but it will not take much to open again... - Repair: It requires spare parts and it fixes the problem entirely restoring complete functionality. Self explanatory... Takes a bit more time.
- Leave unattended: No further steps after the Damage Containment. Ballsy but Dangerous.
It isn't necessary to split clearly these two parts, they are two sides of the same coin, or better even, just a consequence... It's a logical difference not a physical one.
- Jury Rigging: It's mainly the act of removing the cause but not the symptoms. Takes little time, no spare parts are required, but not everything can be j.r..
- Damage containment:
- Secondary stations activities - Actions required for specialised equipment, turrets manning, improved behavior of certain equipment.
- Specialised Equipment:
- As in Frontier, or First Encounter, there are missions that can only be completed by owning the correct/specialised Sub-system. It can rage from a particular kind of Passenger Cabin, up to the cutting edge Radar Scanner or even just field testing a prototype for your Navy/Government of choice. Moving to the relative Secondary Station opens up the necessary narrative that leads to the beginning/development/ending of the mission. Obviously, according to the type of Sub-system/Station there are different reasoning/mechanics to implement but it *could* all be reduced to an interaction with a specific GUI. Again, it MUST BE DIFFERENT from simple Q.T.E. button mashing; being instead a simple game-mechanic that requires a bit of (?lateral?) thinking that can be honed with proper experience. It would make a player that's ACTUALLY capable to read a deep space scanner a better choice for crew, forcing people to get into the game-play or relaying on that one smart friend. Also a valid motivation to seek new friends or even creating School Ships, offering lessons in Specific Sub Systems for a price or... stuff. Got to think about this.
- Turreted Weapon Systems:
- The name is pretty much self explanatory. The station provide a specific GUI with the targeting cues of the on board weapons. As in Elite 2 all the turrets (if more than one, of course) can be slaved to the Artillery Station so when the gimbals limit of one turret are reached the system switches automatically to the next one in that give direction. In case of multiple turrets with overlapping fields of fire then all the turrets that can aim at one precise spot can/will fire at the same time. Makes sense, for example, for those big Broadsides seen in the Damocles. For such kind of big ships (still unannounced for player use, but that's it... I think about it anyway) there simply would be more stations to provide redundancy beside multiple manning...
- Improve equipment :
- (This is trickier as involves a certain amount of randomisation and a la Q.T.E. interface...) With this case I mean the probability of an experienced player to provide a better outcome in certain conditions as opposed as the normal AI NPC. Conditions as specific sensors reading or mining. Giving this task to a generic (face/name-less) AI NPC would just yield *some* results (to put it in numbers between 50% and 75% of the possible 100% maximum yield of a mined asteroid...). A human player would be better suited to the need of fast applications of certain commands to a specific condition. The challenge here is to create a proper mini-game with its rules et and physics.
Possibly this could/would be skipped/merged with Specialised Equipment.
- Specialised Equipment:
- Boarding Defense - The classiest of the implementation... being boarded against you will (or maybe tricking someone into it- *wink wink* *nudge nudge*) and defending from it. There's a number of interesting variables. There would be the need of personal weapons and armours. Smaller guns may not pierce every personal armor BUT will have plus of being recoilless (magnetic propelled darts)... Bigger guns will really prove to be a problem to swing around in small corridors but could potentially rip through the doors. Or using simply Stun-gun/Electric Batons...
- Slaves/living beings/aliens-in-storage escape containment - Maybe sounds like a weak point, but I figure this would only happen with some specific missions AND only if the given precautionary measures are not taken. ( I TOLD YOU, those low energy bars would have NOT kept the Mutant-Chinchilla in that cage!). Again the whole range of personal equipment (or the lack of it) can make for an interesting experience.
- Preparations for/and E.V.A. - Literally just the simple act of walking to the Deep Space Docking Collar and don your E.V.A. add-on to the player's emergency-space suit (space-onesies?). In a bigger sense this would only be a necessary step before specific missions- as recovery of a specific item from a abandoned ship/space hulk, or some sort of NPC ship Damage Repair, planting nukes on an asteroid...
- Ship exploration and familiarisation - Just for a bit of distraction while waiting for someone, getting used to specific sub-system, Damage Control training or even admiring proud at your new Amarant Chinchilla-Leather interiors...
- Damage Control - actions roughly split in containment or repair.
- Third party ships FPN is available with vast majority of NPC ships and with human players that have the FPN module with the same settings. This is justified by the absence of the Deep Space Docking Collar that is given only to those who buy the qualification for Deep Space Extra Vehicular Activities. i.e.: buying the module.
The Deep Space Docking Collar is a self encased apparatus that takes (for game purposes) no space (or maybe a particular hardpoint. For example the Eagle (or any of those Imperial single-seaters we saw in the Damocles video) are unlikely to have the space for that.
The reciprocal of those missions would mainly be Boarding Defense.
Possible options for Player-to-Player interactions basically are- Hostile activities
- Police action- In case it's possible to enlist in a Station Police Force (or just when you do some missions for them when you're down in the gutter), routine check would bring you to dock suspect ships. Assuming that the Police Viper Mk.II has two more officers on board, it could evolve interestingly. Some shifts could just be relaxed cargo-scanning routines, other times it could really evolve in a string of Quest-like missions aimed at taking down a small gang of Pirates on the other side of that rocky moon.
- Assault/Hostage/VIP taking/saving- In case it's possible to enlist in the Federal/Imperial Navy (or just when you do some missions for them when you're down in the gutter), it would be the closest you get to the opening scene of Star Wars - A new hope.
- Hostile takeover- Actually just a variation of Assault. In this case you're rather the Pirate or the Independent with its greedy eyes on that plump escort-less fully laden unarmed transport... taking everything that's not bolted (thrice) to the ship.
- Delivery interception- Another variation. Whether your employer is a Government, a Black Ops illegal team, or just a Smuggler- all you need to know is
<You have to board the "Salty Tears", quiet any resistance, go to deck 2 and collect only the crate that looks like this *Picture uploaded to your PDA*...>
- Technology/Apparatus stealing- As Delivery Interception, it adds the need to have a specific (given by NPC?) tool for the removal of that cutting edge radar/prototype Tritium Scanner from the "Long Train Run" on its way back from the testing field.
- Terrorism- As Assault... actually just a different objective- Planting a bomb or killing a specific target.
- ...more
- Police action- In case it's possible to enlist in a Station Police Force (or just when you do some missions for them when you're down in the gutter), routine check would bring you to dock suspect ships. Assuming that the Police Viper Mk.II has two more officers on board, it could evolve interestingly. Some shifts could just be relaxed cargo-scanning routines, other times it could really evolve in a string of Quest-like missions aimed at taking down a small gang of Pirates on the other side of that rocky moon.
- Non-Hostile activities
- Salvage operations and Supporting activities- The Station receives every week dozens of call for help/rescue. You are in service as Space-Coast Guard (or just when you do some missions for the community as a punishment for crimes or when you're down in the gutter and need cash fast) or Deep Space Support Delivery (kind of Air to Air refueling/Weapon delivery/Mechanical Aid). Sometimes you make it on time... Other times all it's left to do is collect-haul the hull back to the station for the bodycount & ID.
<Now, let's hope that's no pirate bait waiting for us... That would ruin my record of 32 successful recovery.>
- ...more
- Salvage operations and Supporting activities- The Station receives every week dozens of call for help/rescue. You are in service as Space-Coast Guard (or just when you do some missions for the community as a punishment for crimes or when you're down in the gutter and need cash fast) or Deep Space Support Delivery (kind of Air to Air refueling/Weapon delivery/Mechanical Aid). Sometimes you make it on time... Other times all it's left to do is collect-haul the hull back to the station for the bodycount & ID.
- Hostile activities
- Player's ship to space station embarking/disembarking.
What I'd really like here (but this is VERY personal, so feel free to disagree) is to have no weapons in the Space Stations. As bad as it sounds, it makes leaving the Ship a relative issue. Gives the players a free feeling for exploring nooks and crannies for interesting NPC...
It allows for interaction that would not be otherwise available to players. Not simply a glorified trading screen. One thing made me feel weird in Elite 2, First Encounter, all the X games but NOT Freelancer, was the impression I was THE SHIP, not a person flying it. Like being bolted to the seat, bound to never leave again. Maybe, pirates station, or illegal ones of any sort could provide some challenge in that, allowing for FPN shooting. But at least you have the choice whether to risk it or not... Choices are good.
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