Wingmen and Auton ideas

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Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

With the coming ability to stack eventHandlers to ships I had some ideas to make wingmen and autons more interesting...

Special abilities:
These would be limited to wingmen and would be accessed via the [C]ommunications screen.
Volkov- as a seasoned Korolov escort pilot Volkov could summon a freighter that would appear at the nearest stargate and travel to Volkov where the player could dock with it, unload any items into the freighter and it would then travel to any friendly stations and sell the items for you (taking a small cut for themselves) before gating out. If the freighter is destroyed the player will have to find it and retrieve their items or risk losing them.

Jenna- Jenna could use her militia rank to call in 4 ronins that will escort her until the player leaves the system. The player could gain xp for any kills that the Ronins make but will lose alot of xp if they are killed.

Rama- Rama's centurion could be equipped with some advanced sensors that allow the player to scan the system (the equivalent of a military map rom) and operates continually.


AI upgrade subroutines:
These ROMs would be single use items that give an auton new abilities/commands.
Corrupt file ROM: turn an otherwise useful auton into a defective auton that attacks the player.
Military auton algorithms: This military grade program will allow your autons to escort and guard targets.
Luminous agent transferal: This large file will give a [T]amed luminous drone the equivalent AI of a common auton, allowing you to communicate with it and issue orders.
Caravaneer upgrade: only applies to Mules, once installed, the Mule can be loaded with items and ordered to travel to a station and attempt to sell items to the station. Occasionally, unscruplous traders will take advantage and short change the mules resulting in lower sell prices than the player would be offered.[/u]
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Song
Fleet Admiral
Fleet Admiral
Posts: 2831
Joined: Mon Aug 17, 2009 4:27 am

Possibly a new command: Scout.

When given to a wingman (probably Rama, him being the toughest wingman), he'll move forward 150ls, or until he detects a hostile station in an angled spread in front of him (so he doesn't commit suicide by flying straight into a sung citidel, Ares Shipyard, or Kobol base. He then returns, and communicates approximately what it is, what the guards are like, and how far away from the player it is. (EG: Ares Commune, lightly guarded, 210 light seconds away.)

If he comes under fire, he turns and either runs back (easy option), or jinks back to avoid fire. Thus accidentally sending him into the line of fire of a phobos in a nebula may not actually kill him.


Could also be done with the M1 battle auton over a greater distance, but would only give "Friendly Station detected, Range X" or "Hostile Station Detected, Range X". The auton would not jink to avoid fire, but would return if fired upon. Possibly detected stations could be added (without name) to the system map.

This second option would be easier to code into the game, as you wouldn't need to bother about avoiding fire, and avoiding stations in front. it would also make autons drastically more important.

However I'm doubtful about the ability of autons to survive accidental encounters.

Possibly, when an Auton is destroyed, an Ondestroy event should flash up "[AutonName] destroyed" on the players screen, in the way that escorted freighters do during a mission.

The difficulty would be multiple stations in the scanning area, but I'm sure something like this could work in theory.
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