Playership Dockscreen Overhaul Proposal

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DigaRW
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Current playership dockscreen is works well on small ship, but really bad on capital ship and doesn't support extensive slot costumization. So this is a proposal to overhaul playership dockscreen UI.

Just note that in these pictures is just rough visualization from quick image editing. It may not look very neat, but hopefully you get the idea.

Player info in first screen

Since ship info already exist at ship configuration dockscreen, perhaps we can replace them instead with player's basic info. This will contain various player's data such as ranks, installed program, and experience info.

Image

See also: https://ministry.kronosaur.com/record.hexm?id=99567

Ship Configuration

Image

Ship specification info is being first display as usual.

New Tab: Compartment

This a new tab called Compartment. This will be contain hull, weapon, shield, cargo, reactor, and propulsion HP data depend on how the ship designed. Compartment tab by default is only available for capital ship, though small ship can be modded like this. See this picture as an example:

Image

Some points for for this tab:
- WMD weapons are effective on damaging compartment as it should.
- If hull HP reaches 0 HP, it will be immediate death for the ship.
- If compartment HP other than hull reaches 0 HP, it will damage the equipment.
- If a main weapon damaged, it can switch to other main weapon. However, secondary and launcher cannot be switch. See weapon tab section for more information.
- Damaged weapon may be jammed or explode if player still attempt to fire.
- Damaged shield may be malfunctioned and permanently disabled.
- Damaged cargo may cause lost items each time hit by enemy.
- Damaged reactor may cause fuel leak and may cause increased power consumption or reduced max power.
- Damaged propulsion may cause increased power consumption and slowing the ship.
- Any damaged compartment can be repaired by crew mechanic or immediate repair at dock services.

Tab: Armor and Shield

It's same as before, though there may be an idea for two shield slot for capital ship.

Tab: Weapon

There will be a massive change of how weapon slot works. Various slot customization can be done based on ship design. Default ship design is just like commonly used. However, it's may be better to unify weapon slot. So the display tab on a ship without weapon will look like this:

Image
Note: label can be just written as "Weapon Slot", but I will use "Main Weapon" label for better explanation.

Any weapon can be installed on main weapon slot including launcher. But launcher will get their own individual slot as it installed. A launcher also cannot switch to other weapon. However, sometimes there may ship design that have their own special slot reserved for launcher. Launcher usually follows main weapon slot location, except if there is special slot reserved for it.

There also a situation where player install two main weapons. Instead of filling the screen with slot picture, we can create something like a sub-slot of main weapon slot which can support as many weapon as ship slot remains. In this screen, we can also manually switch especially if there are more than two main weapons. We still able do a quick switch with W key.

For an example, EI500 installed a omnidirectional laser, mining laser, dual recoiless, and Nami launcher. It will look as this picture:

Image

Certain ship may need some alteration to suit its need. Let's take Manticore as example. By default it have main weapon in right arm and launcher in left arm. However, it could be done better.

Image

Manticore should have linked-fire two main weapon slot. So each weapon slot can be used with any weapon. If player want to install a launcher, they can choose which main weapon slot will be used. However, since launcher is not switchable so player can not install another weapon on launcher slot.

See how many variation that Manticore can be customized:

Image

Image

See also: https://ministry.kronosaur.com/record.hexm?id=100672

Meanwhile, we also need to talk about a secondary weapon. Secondary weapon is a special weapon slot that always linked-fire with main weapon. It usually used to fire where the target is not within main weapon reach by using min-max fire arc or omnidirectional fire. Secondary weapon also is not switchable and does not have sub-slot. It's basically a weapon slot that is meant to be support weapon.

Let's take a look on ships that uses secondary weapon:

Image

Image

Tab: Miscellaneous device
There is not much change on this tab. Though a capital can have multiple slot for reactor. They usually handled by compartment tab for their customized position on ship.

Additional note: I realized that I should add empty slot image on to indicate some weapon slot still able to install additional weapon in some of picture, but I'm bit lazy to re-edit them all.
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Arisaya
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Ship internals dockscreen is getting overhauled for 2.0, so these are some timely suggestions!

I like the player info dockscreen! Can possibly give an overview of player skills (2.0 feature) here too, but mods and expansions might add more so it could get cluttered. Might need to move those to their own page.

Player capship compartments are getting a rethink right now (mainly driven by chronicles). Our current proposal is kinda similar but with some key differences:
  • Like your proposal, slots on ships with internals get HP and can be damaged, but...
  • Items are not permanently destroyed|damaged, provided that your crew can repair the slot beyond a certain threshold. (With chronicles balance, that would probably be rage-quittingly frustrating to have your capship components get actually unrepairably broken/destroyed like that)
  • Slots have built-in "enhancement effects" to balance them. The dockscreens for that will need to show those effects.
  • Device mass classes are going to be a thing, so instead of installing many reactors, a capship can install bigger reactors. Same for shields and drive enhancers.
  • Instead of displaying the health info in the dockscreen, the HUD will be updated to show the HP of each slot. Capships will simply have a bigger display (relative to the size of the ship) to fit that info.
  • Capships probably will reduce usage of the compartment system to just the main compartment and maybe cargo compartment, with everything else being moved to the physicalized device locations. Legacy compartments will still be supported for older capships.
I like the idea of how to display a 'multi-device slot', though wouldn't players usually prefer to just use the switch weapons hotkey rather than cycle through it manually in here? Time doesnt pause in these menus so in combat its probably not a viable way of weapon switching, and even if you were to put in the time pause effect, its still a lot slower and clunkier as a UI flow.

Also some of this will be needed for the dock services rework for these features too.
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DigaRW
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I like the player info dockscreen! Can possibly give an overview of player skills (2.0 feature) here too, but mods and expansions might add more so it could get cluttered. Might need to move those to their own page.
Either main screen only display some few necessary stats or we could bring back ship interior image on main screen (does it gone?)
Like your proposal, slots on ships with internals get HP and can be damaged, but...
Items are not permanently destroyed|damaged, provided that your crew can repair the slot beyond a certain threshold. (With chronicles balance, that would probably be rage-quittingly frustrating to have your capship components get actually unrepairably broken/destroyed like that)
It's better to treat 'damaged' status as "it's damaged, but still functional". Capship still able to fight, but it's at disadvantageous situation. Maybe damaged equipment should not as worse as before, but inconvenient to use.

We could add an emergency repair feature where player can order crew to instantly repair an equipment, but have a long cooldown. So player can choose if they gonna prioritize weapon to finish the enemy or propulsion to aborting the fight.
Capships probably will reduce usage of the compartment system to just the main compartment and maybe cargo compartment, with everything else being moved to the physicalized device locations.
Perhaps we treat crew as slot instead of item? We can assign them on compartment slot so they can operate on that more effectively.

I also think crew should not be an individual person, but a group. This makes more sense especially bigger ship like dreadnought is so big that it can support hundreds of crew.
I like the idea of how to display a 'multi-device slot', though wouldn't players usually prefer to just use the switch weapons hotkey rather than cycle through it manually in here? Time doesnt pause in these menus so in combat its probably not a viable way of weapon switching, and even if you were to put in the time pause effect, its still a lot slower and clunkier as a UI flow.
That's what i mean on quick switch, you can do it with 'W' hotkey. But there is a situation where we installed 3-5 weapons and doing a manual sw.... wait.... Now I think that, we could change a slot that have multiple weapon to be a dropdown instead and maybe add a feature to change order of weapon switching? So player can do switch with weapon order they like instead pressing hotkey repeatedly just to get their prefered weapon. This can also applied with launcher where they usually have multiple missiles with different uses.
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Arisaya
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Oh, on the topic of avoiding making the player repeatedly press w to cycle weapons - what if we allow allow 'binding' specific active weapons to an 'active weapons preset', and then allowing that to be bound to some keys? (1-4 by default perhaps) and then the player can just hit 1/2/3/4 or whatever they bound to it to jump to that preset. Might be a bit annoying if you *Replace* weapons and then forget, so it goes to whatever the system tries to use as it, but its better than mashing w on a wolfen or sapphire at least.


For crew, there will be both named and bulk/generic crew. George's vision for SotP crew is named pilgrim crew for larger but not the biggest of ships. Our vision for CoHS crew is named officers + generic crew, since yes, it is designed to support most ships being playable.


Ah ok I thought you meant the current version of 'damaged' which is "its broken, forever, unless you have an enhancer item... which not all weapons have".

The specific writeup we made on our proposal was more along the lines of "if the slot is below some threshold (ex, 50% HP) the weapon becomes disrupted until repaired at some higher threshold (ex, +70%) and if it hits 0%, it is completely disabled until the slot is repaired to some higher threshold (ex, +20%)
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DigaRW
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That's work too. But I would instead suggest pressing W to open up a menu where player can choose weapon than manual keybind; very much like (U)se or (I)nvoke key. So either with number key or mouse wheel to quick switch. Launcher can do the same with tab hotkey.

Anyway, what is main use for crew? What I can think of is the main reason to have a crew in gameplay mostly is just repairing; probably enhancing and some other perks. That's why damaged equipment should not be issue for capship because they should have a crew to repair it overtime. Small ship usually doesn't have a crew so they have to rely on enhancer item to repair it.
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Arisaya
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So I'm not sure what George is envisioning on the SotP side beyond enabling functionality in 'larger' ships that require crews.

On the Chronicles side, crew would have a variety of abilities, depending on the type. (This is till very much WIP and additional functionality is still being fleshed out)
  • Captains - they are named crew that can captain other multicrew ships in your fleet
  • Pilots - same as captains, but for single crew ships
  • Officers - named crew that perform specific functions on a ship that enhance stats for their relevant function, and in some cases would have story or event interaction as well.
  • General crew - they provide damage control/repairs, possibly boarding capabilities, etc.
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DigaRW
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Captain may be not needed as the player is better treated as leader/captain instead. There is may be an operator to operate certain function and engineer for task related mechanical thing for the capship

Regardless, I have not much to say for crew since it has not implemented yet to do some comparison.
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