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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.

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Surface Exploration idea/request

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(@xenons)
Reputable Member

Hello,

I'm doing some "Necro-posting" here, but I find this thread so interesting, that I just couldn't resist in responding.

I have recently posted a similar basic question about implementing planetary ground stuff, and I think UncleBob's reply is a remarquable effort in explaining to simple "players" like me (although with some coding experience) how difficult all this stuff is to implement. Especially, not everyone understands that getting better grafics, inserting new ships, changing the menu aspect etc. is way easier than "just" implementing a free walker on the planet.

 

Yes, gameplay is prime and the efforts of developers have to be considered. But there is also another aspect in all this.

I'm VERY glad that Developers like Derek Smart or David Braben have not read UncleBob's reply before doing AD3000 or Elite: Too much work involved... You do a mission twice and then it gets old... Walking on planets ?! ...

Do you get my point? I mean, as a developer you must also assume that "players" are mature in some way and play the game in a flexible way which will be interesting FOR THEM (and not for the developer).

For example the game Parkan 1 had a rather bad reception from developers of the genre (and also from some gamers), but then, if you just overlook the outdated grafics and other oddities, there is actually a way to play the game in order to become very interesting, at least from the tactical way of play which is not the case with most other games of the genre that have the hightest tonnage of features, great grafics etc. but a rather boresome gameplay.

It broils down to it that by adding a "common-sense" feature (in this case: planetary actions) you cannot exclude for the future that it will open to something completly new, what never has been before and will be amazing in gameplay.

 

The other extreme example is this:

 

http://www.gamedev.net/page/community/gds/view/_/action/jetlag-2003-r2

 

To be good and attractive, the grafics musn't be good, no many features, no bells & wis, just...playable 😎

 

Oh, and...it's a <SPACE> game 🙂

 

Thanks all of you for these great inside views!

Cheers,

XenonS

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Posted : December 20, 2012 02:48
(@xenons)
Reputable Member

HI zugz,

 

Is it possible to get your EVA in the newest version of Pioneer  (currently 29 ) by simply getting your lua & other files in the directory tree or will I have to adjust other things?

Thanks very much for telling me. Also I will carefully study these luas, Always good to learn something!

 

Cheers,

XenonS

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Posted : December 20, 2012 04:03
(@fluffyfreak)
Noble Member

It's more involved than that XenonS, you'll have to make similar changes to the code of Alpha29.

It doesn't look like a lot of work but there have been a lot of changes to the code base in the last 11 months since Zugz wrote it.

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Posted : December 21, 2012 01:28
(@xenons)
Reputable Member

Hi fluffyfreak,

thanks for responding. Yeah, that's what I suspected.

But the good thing is: By studying Zugz's files, it will give me the right picture about what I want to know essentially: such add-ons require lots of coding skills and must be very time-demanding. At some point I think that they must be the fruit of a complete teamwork.

And this aslo explains the careful thoughts of developers about any features added. In order to understand it, you'll have to see it.

 

Thanks,

XenonS

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Posted : December 21, 2012 06:24
(@baobobafet)
Estimable Member

Nice topic 🙂

 

 

 

  Some of the most fun things to do in the re-incarnation of the classic Battlezone game were using the various sized hover vehicles on all the different worlds. Largely due to a large variety of terrain features and craters that made for great natural ramps. 

While I appeaciate the idea of having something more concrete to do on the surface of worlds ie Mining.

One possibility might be to simply add an additional base or city on the surface between which traffic/trade could occur.

 

Changes in gravity via Pioneer would introduce variations in performance of these vehicles (perhaps rendering some useless on certain high gravity worlds) The same high gravity worlds, if having more than one city or starport - may find it is more efficient to use large land transport vehicles to disseminate supplies towards outlying bases. The cost of lofting supplies into orbit on such worlds could (and perhaps should) be made prohibitive.

 

Putting aside momentarily, the awesome power of Pioneers engines in unrealistically being able to accomplish such goals. If land transport vehicles could be made sufficiently large enough - they could compete more on an open playing field against ships with less cargo holding capacity. Also I think such vehicles are great in that they give a ground perspective on worlds that are seldom appreciated unless one lands. Because of the basic simplicity of piloting such vehicles - they are a great introduction to the fundamental newtonian principals represented in Pioneer, and as such perhaps shouldn't be underestimated as a powerful teaching tool for less experienced players. 

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Posted : December 22, 2012 21:01
(@baobobafet)
Estimable Member
 

Generic Mining?  - in addition to any rare mineral or treasure seeking exploration could be a good starter.

 

Heavy gas and regolith skimming

 

The idea of using the very surface materials covering planets and moons as a resource in itself could become a rudimentary but marginally profitable endeavour for anyone visiting or living at a starport.

The method could involve recording the path of any vehicle to the extent that it would only gain points (regolith) so long as it didn't go over the same areas twice.

 

Heavy Gas scooping could involve a player going to a designated low altitude on the terrain where the more he can reduce his distance to planet center - the quicker he can scoop the heavy gas. This would need some distance to center of planet hook to function.

 

Edit:

Other gases (or even 'psuedo' low grade mineral deposits) might be mined at specific elevations. (with the possible atmospheric pressure gauge and distance to planet center hook)

 

If a player were to use the stardreamer to speed up any such process in less desirable mining areas, his vehicle fuel level should still depreciate while he is mining whether he is moving or not.

 

In situations where a pilot has more than a single ship - while the surface vehicle is deployed he will have to pay moorage fees - which could offset any profits made by overuse of the stardreamer to speed up mining in poor areas.

(the refered to ship docked would be a smaller vessel, & not any potential ship with it's own shuttle or mining/exploration vehicle deployment system) 

 

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Posted : December 23, 2012 01:38
(@awc3117)
Active Member

I don't really mind not being able to get out. I might just be crazy, but what I usually do is just go play another game that is kinda in the same setting (i.e. sci-fi) and just pretend that it's the same person i'm playing in the previous game that's lacking the utility I want (i.e. land walking). One day there'll be a game that incorporates all those cool aspects, but not for a couple of years now.

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Posted : December 23, 2012 12:13
(@baobobafet)
Estimable Member
 

Some finer points on any hover vehicles:

 

The vehicles should have autopilots that would always attempt to keep them hovering a set minimum distance from the surface. (this mode would be enabled ONLY once a pilot has retracted his landing gear)

Until then, the vehicle would operate with additional upwards thrust to allow access to raised landing pads.

 

Vehicles could go higher if they used landscape features as ramps, but would always settle down to their low working hover altitudes. (once landing gear was retracted)

 

They might also have the option of being able to purchase from the shipyard various types of scoops specific to collecting certain regolith or low grade minerals.

Alternately, There could be one scoop that does all - with the proviso that it would configure to the first mineral or regolith that was mined. Once configured the scoop would recognize and be able to mine ONLY that low grade mineral, until his cargo hold was full.

 

 To simulate the impression of filling up ones cargo hold with minerals would require using a timer and a verifier to check that a pilot

was indeed at the proper distance from center of the planet (correct elevation) to actually have access to such minerals and determine how much time was spent there to fill any hold. (a form of path recording could insure he only mined certain areas once)

 

The scoop would need to have an on/off switch, so a pilot would have some control over what mineral it auto configured to picking up.

 

In addition, these vehicles would need to have some shipyard upgrades - such as an elevation meter (distance to planet center gauge) - or a very sensitive atmospheric pressure gauge) to help pilots find the proper elevations for mining specific ores.

 

 

Edit: Some clarification to using such a 'generic' approach to mining/harvesting. Using this approach virtually ALL planets and moons would immediately have mineable assets.

 

No sort of seeding of minerals to individual worlds would be required.

 

This is not to suggest that  a traditional 'seeding' approach to dispersing minerals, rare finds and treasure across various worlds wouldn't still be high on the priority list.

- But it would give some terrain mining hover vehicles something profitable and useful to do?

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Posted : December 23, 2012 13:08
(@baobobafet)
Estimable Member
Yet more surface ramblings  :crazy:

 

  In the event a player were able to park his ship at a starport and be able to buy/rent a hover mining/harvesting vehicle to do some prospecting on the surface.

Before doing so he may wish, using his small ship, to do a low flying survey of the planet surface to determine ideal candidate areas for prospecting.

 

   In the case of a pilot being interested in finding low elevation points for heavy gas or mineral mining.

A player could be armed with waypiont marker bouys that could be dropped to the surface at those points.

 

These homing beacons could have a life long enough, for a pilot to easily return to a planet's main starport, where he could obtain a harvester-mining vehicle that could then visit any select waypoints within it's range.

 

The beacons could serve a dual function of offering supplies (fuel) extending ranges to mining vehicles once the vehicle were to come into contact with the beacon.

 

 
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Posted : December 24, 2012 20:59
(@xenons)
Reputable Member

baobobafet,

 

you may want to take a look at Evochron Mercenaries v.2.xxxx (expansion + update version). They have just implemented a Mesh-like walker for mining duties so you can take mining missions on the planet. The fact is: in Evochron this implementation is convincing which would not necessarily be the case in Pioneer or other games. Does it fit the pace of the action? Are the planets earth-like so you can "reasonably" walk out without being crashed by temperature or pressure? What kind of missions can you take and do they fit in the plot or the game context? In EM you cannot land on planets like in Pioneer or Ad Astra, you will come to a hover-stop some meters above the ground. This is not because there are some code limitations, it has been shown that the game code can easily be modified to allow that, instead the authors wanted to make sure to get a reasonable action overall.

 

Seen by a purist (which I am not), you should not even be on the planet for 5 minutes...the temperature would impede romantic sightings and get you vaporized, or you would be on an icy world with some dust on the surface, nothing to mine for sure...See what has happened with the Russian Venus landcrafts some decades ago: Although the few fotos are awesome, they didn't get much for their money...Believe me,if the scientists could have seen this comming they would have made all possible NOT to land...

 

All those are serious questions before a dev will even start thinking about doing some code... As I understand, in EM this was done because a lot of the game fans wanted such extra stuff. In this case, the dev will think differently of course, also because getting financial feedback.

 

Also, compare Pioneer, Ad Astra, Evochron with a game like Parkan: The Empire Chronicles, Parkan II, Salvation Prophecy. In those games, the planetrary actions or even ship boardings in 3D all fit together with the action.

 

XenonS

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Posted : December 26, 2012 04:08
(@taquito)
Eminent Member

Very interesting topic indeed. 🙂 Here's my two cents about the topic:

 

Mining:

 

The idea of mining to me is more like having mining ships in the game. This mining ships have a special artifact in the bottom of the craft that you have to land in the planet and then activate the artifact like a tube(just like you activate the wheels down) and pierce the surace of the planet then slowly filling the the cargo with minerals. This would force the player to land on a planet and wait to fill the cargo so it will dramaticaly change the pace of the game. I also think there should be crafts in the game that are unable to accelerate time or move to far from the surface of a planet.

 

I remember Gernot made a model of a little astronaut. I think that model would be perfect for this kind of missions. 😀

 

I'm quite sure these things are possible for this team. The difference between the first versions of the game and the game now is abysmal, so I wouln't be surprised to see this happening in the future! Maybe we can even see mechs fighting in the surface of planets who knows. 🙂

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Posted : December 30, 2012 16:54
 Uxi
(@uxi)
Active Member

I would love the ability to go EVA.  I'd rather have it on "foot" before there were vehicles though.  Either is a massive deviation from the main purpose of the game.  

 

That said, I envision the ultimate complete version I'll fund after I invent something useful everyone needs would have Mobile Infantry jetting around between tracked tanks, grav vehicles, and numerous civilians and animals wondering around with a full economy and pseudo civlization on each individual world.  

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Posted : January 3, 2013 20:24
(@neuralkernel)
Reputable Member

EVA?! As a Canadian, I have to ask... why do you hate our arms? 😛

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Posted : January 4, 2013 09:14
(@baobobafet)
Estimable Member

Whenever I hear the term 'sandbox' about a game, it is a major criteria for me in terms of whether it is a game I will investigate or not.

The main reason for me is I simply don't have the time (or inclination for that matter) to spend learning different key setups for every different genre of game.

Diversity of play is important for boredom not to creep in.

 

Planets with molten surfaces wouldn't be where I would go fishin'. But it could be made available with proper shielding and using the

 atmospheric heat shield temp readout as a gauge to maintain a safe proximity from molten materials. (distance to center of planet decrease = heat increase calc)

Speed it another factor in determining duration over such areas and whether heat is given the time to penetrate into any such vessels.

(after all we have ships that scoop gas off suns) 

 

Mining for ice/water on most worlds should be possible (whether profitable or not)

 

Why would one even want to do any mining at all  for that matter one might ask.?

 

For me, the main reason is fun factor. Something to change routine in a game is important to stave of any repetition.

Don't forget there are likely plenty of even single asteroids out there that have minerals enough to dwarf the entire supply of precious metals found on Earth many times over.

Slow moving craft for surface exploration is not really what I had in mind (although some of these vehicles would no doubt be necessary).

I'd love to be able to explore some planet surfaces using the terrain in a more user interactive way. It just doesn't seem real to me unless you can jump up and down on it.

(metaphorically speaking)

Land vehicles bring that experience home (especially since there are no plans to support players being able to walk on surfaces) 

 

New (younger) players who are experiencing Pioneer for the first time may get disenchanted by the myriad of controls and factors involved to pilot a ship successfully.

Creating simplified vehicles that could be used as an optional starting point in the game - would allow a player to progress up to the point of acquiring his first ship.

He may appreciate that small scout ship all the more because he can use it to recon and target specific mining areas - that he would then be able to exploit with the proper land hover mining vehicle.

Over time he could afford a bigger ship and by then be well acquainted with how to properly pilot it.

Opening the rest of the game up in a measured progressive manner.

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Posted : January 13, 2013 12:12
(@ollobrain)
Honorable Member

I think the models and artwork and graphics faction currently is doing most of the work on pioneer and the functionality and features and content team is undermanned so exploration and ingame "changes and impacts on player decisions" and the "living unvierse" elements are on the baackburner gunna download it an play around anyway i still like my eye  candy

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Posted : March 8, 2013 03:52
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