UncleBob's mission ideas

Pioneer is an open-ended space adventure game. Explore the galaxy, make your fortune trading between systems, or work for the various factions fighting for power, freedom or self-determination.
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Geraldine
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RE: UncleBob's mission ideas

Post by Geraldine »


fluffyfreak wrote:
being sent to a system to "survey" it with a knowing nudge wink wink bob's your uncle and do-please-investigate-the-3rd-moon-cheers! :D
This is where a "hint oracle" could be useful, like the newspapers in FFE. Wouldnt it be cool (when the game itself is finally completed) if you could download a regularly issued txt file that would detail exploits of other players, flying tips, good trade routes ect. It could bring the game to life.
Brianetta
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RE: UncleBob's mission ideas

Post by Brianetta »

We've been way ahead of you for months, Geraldine (:https://github.com/pioneerspacesim/pioneer/wiki/Idea.Network-features
UncleBob
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RE: UncleBob's mission ideas

Post by UncleBob »

Now there's an idea! Let's hope we don't get too much spam into our bulletin boards (you know, more than the occasional "we need your money!"-ad). This is going a little much off-topic now, but I might as well ask: Are there any plans for an ingame-logbook, in which the player can write down his own notes? I know there's always alt-tab and notepad, but directly ingame would be more immersive. I couldn't really enjoy the original frontier very much without writing my own log to give the game some more flavour...
Brianetta
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RE: UncleBob's mission ideas

Post by Brianetta »


UncleBob wrote:
I might as well ask: Are there any plans for an ingame-logbook, in which the player can write down his own notes?
No, there are not. You can try to change that, though, by making a feature request on the issues tracker.
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Geraldine
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RE: UncleBob's mission ideas

Post by Geraldine »


"Brianetta" wrote:
We've been way ahead of you for months, Geraldine (:[url]https://github.com/p...[/url] ... k-features
That will teach me to keep up to date Brianetta on whats happening in Github! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' /> Actually, that idea goes far further, I was only thinking for something far simpler. Still, it's nice to think we are all thinking along similar lines <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />As to the log, I suggested a muti featured log a while back, [url]https://github.com/p...neer/issues/204[/url] think adding the ability to enter own own thoughts into it would personalise the game for the player, make them care more about what happens in game.Anyways, yes off topic, but not my fault.................. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_confused.gif[/url] class='bbc_emoticon' alt=':?' /> um,......this time! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_mrgreen.gif[/url] class='bbc_emoticon' alt=':mrgreen:' />
Brianetta
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RE: UncleBob's mission ideas

Post by Brianetta »

That was no mere log, though! It had a log in it somewhere, but it was much more. An actual, simple log book just for the player to type notes into hadn't been suggested.
ollobrain
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RE: UncleBob's mission ideas

Post by ollobrain »

i like this later on it can be a basis for forming colonies and other second tier type missions like survey planet for pirate faciton, system becomes a base for pirates and then u get to go hunt them or deliver
UncleBob
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RE: UncleBob's mission ideas

Post by UncleBob »

I encountered a not quite unexpected problem: Trying to find a system in significant distance to the current system takes time. A LOT of time, to be exact, at least with the currently available means. I guess I'd need some "Give me ONE random system between this and this range, with this and this criteria". I.E. the algorithm would start at a random point and return the first system he finds that fits the criteria. As far as I can see, this cannot be realised with GetNearbySystems, is that correct? If not, I'll have to file another feature request...(also, can I somehow add two or more filter criteria to GetNearbySystems?)
robn
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RE: UncleBob's mission ideas

Post by robn »


UncleBob wrote:
I encountered a not quite unexpected problem: Trying to find a system in significant distance to the current system takes time. A LOT of time, to be exact, at least with the currently available means.
Yes, it does. It has to fully generate every system. We know that we need to improve the caching around starsystems. Please do file a feature request so we don't forget about it.
Quote:
(also, can I somehow add two or more filter criteria to GetNearbySystems?)
Yes, just include them in the filter function. For example, to find all the systems within 10ly that have more than one billion people and are >90% lawless:Space.GetNearbySystems(10, function (s) return s.population > 1 and s.lawlessness > 90 end)
Brianetta
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RE: UncleBob's mission ideas

Post by Brianetta »


UncleBob wrote:
I encountered a not quite unexpected problem: Trying to find a system in significant distance to the current system takes time.
I've written a function to put in the distance:
Code:
local GetFarSystemPathGetFarSystemPath = function (distance)local here = StarSystem.path-- Fear my crazy maths. Seriously.X = distance * distanceZ = Engine.rand:Integer(1,X)X = X - ZY = Engine.rand:Integer(1,X)X = X - YZ = math.floor(math.sqrt(Z))Y = math.floor(math.sqrt(Y))X = math.floor(math.sqrt(X))local OK,systempath = pcall(SystemPath.New,X,Y,Z,1)if OK thenreturn systempathelsereturn GetFarSystemPath(distance)endend
It returns a SystemPath that is distance sectors away. Sectors, not light years. It will be somewhere in a sphere about the current system, at about that distance (or slightly less), and will be system number 1.You'll need to use that to search around it for your intended system. So, to find a system something like 80-ish light years away, we pick a far system that's 10 sectors away, and search 10ly around it for our system.
Code:
local farsystempath = GetFarSystemPath(10)local potentialsystems = farsystempath:GetStarSystem():GetNearbySystems(10)for index,system in ipairs(potentialsystems) do -- whatever it is you do with themend
pebblegarden
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RE: UncleBob's mission ideas

Post by pebblegarden »

Related to survey missions, what about reconnaissance missions? I recall there were a fair number of those in Frontier/FFE. "Fly to system X and reconnoiter facilty Y" sort of thing, usually a heavily defended military base. But I'm proposing something less adversarial, such as, "fly to system X and do a surface survey of every planet in the system, then bring us the records"? Wouldn't have to be long-range, and there could be a myriad reasons for such missions, such as a big corporation looking for worlds to terraform or exploit, or some cult looking for Mars Faces on other worlds to prove some wacky theory. This would provide an excuse for a person to really explore a system, get to know it, maybe locate some unanticipated features. Another type of reconnaissance mission could take the form "locate a rocky world within 30 ly with a methane atmosphere and less than half Earth's gravity." When you found one, some bit would get flipped that meant you'd satisfied the mission requirements, and returning with the info gets you paid, and the mission completed. But I don't know how well the current system deals with such variables (if at all).I'll happily write some missions if there is logic in the game to support it.
UncleBob
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RE: UncleBob's mission ideas

Post by UncleBob »


Quote:
local OK,systempath = pcall(SystemPath.New,X,Y,Z,1)
Ah, that's the way it's done. Thanks a lot!
Quote:
It returns a SystemPath that is distance sectors away. Sectors, not light years.
How big is an actual sector? I'm not quite clear about that...
Quote:
Space.GetNearbySystems(10, function (s) return s.population > 1 and s.lawlessness > 90 end)
I tried something similiar, but of course didn't think of throwing an "and"-operator in there. Thanks!
Quote:
Related to survey missions, what about reconnaissance missions?
I just did something along those lines, if I didn't screw up completely I guess it will be included in the next Alfa. Although the recon is done by entering orbit around a target planet and staying there for sixty minutes, while your "long range sensors" make a sweep of the area and log it in your computer, and as of yet there's no secret military installations to be recon'd. Majorly because there ain't no militaries yet. Once factions get established, I'll add some faction specific flavours.
Quote:
"fly to system X and do a surface survey of every planet in the system, then bring us the records"?
This goes more in the direction of a patrol mission, which would be several recon missions in a row. Planned, but I want to get basic ground survey done first.
robn
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RE: UncleBob's mission ideas

Post by robn »


UncleBob wrote:
How big is an actual sector? I'm not quite clear about that...
A cube of 8x8x8 light years.
Brianetta
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RE: UncleBob's mission ideas

Post by Brianetta »


UncleBob wrote:


Quote:
local OK,systempath = pcall(SystemPath.New,X,Y,Z,1)
Ah, that's the way it's done. Thanks a lot!
Actually, it's an ugly hack. pcall catches the red-screen that comes up when the SystemPath you've randomly made up doesn't actually exist (there are empty sectors about). It's important to then go about checking OK, and choosing another one if OK is not true. Basically, that line on its own is only half of the necessary magic.Also, in my example, you'd need to consider farsystempath:GetStarSystem() as a candidate, as well as its nearby systems...
trumpet
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RE: UncleBob's mission ideas

Post by trumpet »


UncleBob wrote:
So, I started thinking about something that I have missed very much in both Frontier and FFE: Planetary survey missions. You know, the kind that gives you a target some 100+ish lightyears out in the Pampa where noone lives, forces you to go places most people wouldn't go without monetary incentive.
I personally would LOVE this idea. Exploring is the thing I love the most about these games. I really like looking down at a planet and going 'hmmmn what's that down there?' and then being able to fly down and take a look. There could be different types of survey missions. And here you'll have to forgive me as I've only have limited knowledge of where development is at for this game. The simplest could be 'Jump to Star A, travel to planet A3, take x photos, return'. You could add something about 'from an altitude of x feet' too maybe? Landing Rough could be a trigger too - go to this system, land on planet Bthere could be survey equipment that works like a fuel scoop where you fly through an atmosphere and it 'scoops data' or something twists could berival surveyor ships "You'll pay for attempting to conduct surveys for Patricia Brett!!!" "Get out! This claim is mine!!"mis-jumps'distress calls' - ALIEN style. ur on your way somewhere and don't make it as there's a call for helpI think people are right about Alien relics being a very low percentage value and very remote - the halo ring world is cool, or perhaps a planet sized orbiting tablet of the 10 commandments.Remains form former civilisation could be really small though - not necessarily something you would even find on a planet without a good look at low altitudea beacon (there must be someway outta here said the joker to thief)anything that makes the player have to fly in and around the planets descending to surface level would be fun though in an exploring kind of way and yeah, flying around snapping some photos could be fun in itself, especially if it makes money for the player!good luck
ollobrain
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RE: UncleBob's mission ideas

Post by ollobrain »

britannia just likes to eat people alive ( perhaps eating slaves missions or hauling carnivious animals around) that said good work so far giving it a go and the feedback is great looking forward to some new content to go along with the ever improving graphics efforts
UncleBob
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RE: UncleBob's mission ideas

Post by UncleBob »


Quote:
britannia just likes to eat people alive ( perhaps eating slaves missions or hauling carnivious animals around)
err... what?
Marcel
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RE: UncleBob's mission ideas

Post by Marcel »

I haven't contributed to this thread because I don't have anything to say except to offer encouragement and thanks. Then I thought maybe that's worth saying so, Thanks UncleBob! :D
doomdark64
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RE: UncleBob's mission ideas

Post by doomdark64 »

Well if missions are set up to survey for minerlas/ore or whatever could mining not be introduced too?.Go to planet a search for minerals/ore if you find x , bring an amount of x back and we ll pay you.That type of thing would be cool,as well as being able to mine for yourself just so you can make profit.
UncleBob
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RE: UncleBob's mission ideas

Post by UncleBob »


Quote:
Well if missions are set up to survey for minerlas/ore or whatever could mining not be introduced too?.Go to planet a search for minerals/ore if you find x , bring an amount of x back and we ll pay you.That type of thing would be cool,as well as being able to mine for yourself just so you can make profit.
Currently, all I'm doing is mission scripting. What you suggest would mean extending the system generator to put minerals on planets, which, as far as I know, is planed. But as long as that isn't forthcoming, it doesn't make much sense hack a premature system together. Designated survey missions work because you get paid for looking, not for finding, so I don't have to make up a system that provides me with findings as long as the game engine isn't ready for it yet.
Quote:
Then I thought maybe that's worth saying so, Thanks UncleBob!
You're welcome. Thank you for making Pioneer more visually apealing in the meantime! :)
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