Notifications
Clear all

To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Military mission: destroying a satellite.

(@mysibrat)
Eminent Member

Long time ago (playing original Frontier) i wondered how the gameplay could be easily extended. So here is an idea.

 

Destroy Satellite Mission pseudo-algorithm:

-when mission is picked, AND player warped to the target solar system - a NPC "ship" is spawned in low/med/hi orbit of target planet

-combat is going like ordinary fight, the main difference is that a satellite have no engine

   -types of satellites:

      -non combat

      -combat (lasers and missiles)

      -combat with fighters (additional ship spawn)

 

-if satellite is destroyed before mission deadline, player is going for reward

 

-when mission is picked, AND mission deadline is passed AND player warped in to the target solar system - satellite is not spawned

 

So, becouse we have now allready kill missions, i think that could be comparatively easy to implement. And should be considered in future extending of gameplay, specially in border star systems, where for sure will be a strong tension between factions.

 

 

 

Quote
Topic starter Posted : February 17, 2013 11:39
(@marcel)
Noble Member

That's interesting! Perhaps you should work with walterar on this. I think the '-combat with fighters (additional ship spawn)' implies that the satellite is actually a space station in this case. That would be quite a challenge!

ReplyQuote
Posted : February 17, 2013 17:38
(@fluffyfreak)
Noble Member

I like the idea, it'd be cool if you can work with someone to put it together.

ReplyQuote
Posted : February 18, 2013 01:30
(@mysibrat)
Eminent Member

Uhm, it will be interesting. I should read the docs then.

ReplyQuote
Topic starter Posted : February 18, 2013 01:33
(@shadmar)
Reputable Member

Sounds like a great idea 🙂

 

I find these docs useful for the script API along with the existing core modules for examples.

http://eatenbyagrue.org/f/pioneer/codedoc/files/LuaBody-cpp.html

ReplyQuote
Posted : February 18, 2013 02:17
(@chronothan)
Active Member

A really easy  way would be to add a ship and use a satellite as the model. Then place the 'satellite' in orbit when the player jumps in. As far as I know, ships are the only things that can be blown up as of now. This would also allow it to use lasers and such as there are no turrets yet. If you have some way to disable the engine so it doesn't start flying after you, it could work pretty well.

 

If you did that, you could use assassinations.lua as a template for the rest of the stuff. Heck you could probably implement this in assassinations.lua with minimal added code.

ReplyQuote
Posted : February 18, 2013 06:30