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Negotiations

posted Aug 07, 2011 21:09:47 by EricWethington
Ok, so I am not a modder, but here is an interesting question....

Is there a way that Neutrals (not for either team) could be negotiated with (ie a chance they join Artemis or even join the bad guys)? Having their ship turn red when they have joined the bad guys, and turn blue for joining Artemis.

Artemis would only be allowed to communicate and direct blue ships with comm officer?

If a neutral science ship joins Artemis, then maybe it drops an anomaly to help team artemis? Bad guys would not attack neutrals, but would attack Artemis allied ships?

Just wondering....
Capt Eric Wethington
Artemis Class cruiser "Jimi Saru"
"... ooops!"
Last words of Captain Phour Phazier Phred from Phremont
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10 replies
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Mike_Substelny said Aug 08, 2011 01:10:27
Yes, Captain Wethington. I do something like this in "Truce or Consequences" which is a couple of days behind schedule but should be ready to play next weekend.

Is this what you have in mind?

Artemis finds two Kralean ships, a crippled cruiser and a healthy battleship, both sending distress calls. When Artemis appears they both turn neutral and ask for help. If Artemis moves within 1,000 meters of the crippled cruiser without firing, the cruiser gets repaired (by Artemis's crack DamCon parties). Then both the battleship and the cruiser will begin to obey Artemis's Comms orders. But later if Artemis orders the either of them to move within 5,000 meters of a black hole they will both turn hostile and attack Artemis.

Stuff like this is easy to do.

What you can't do is have your Comms Officer transmit a message saying "We'll give you a milion credits to join our side." There is no way for Comms to do that.
[Last edited Aug 08, 2011 01:17:34]
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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EricWethington said Aug 08, 2011 02:32:32
Something like that, However, that is scenario specific.

Lets assume a Neutral Science vessel (Si21) is floating around a nebula randomly. As Artemis is floating around another sector, this science vessel is approached by a small enemy force. At Range 5000-3000 Si21 send out broadcast Communications picked up by Artemis Comm Officer. Place a random variable into play

Base neutrality score 50
if score =<25 then Si21 turn rouge/enemy. (gives boost to enemy ships somehow)
if score >25 but <75 then Si21 is still Neutral
If score >=75 then Si21 turn friendly to artemis. (drops an anomaly for artemis to pick up)

now here is how score changes....
# of enemy ships approaching at range 5000 (-5 per ship)
# of enemy ships approaching at range 4000 (-5 per ship)
Artemis Responds to broadcast communications within 1 minute (+20)
Artemis responds to broadcast communications within 5 minutes (+5)
Artemis does not respond within 8 minutes (-20)

If Si21 does not shift to enemy side within 5 minutes of entering within range of 5000 of enemy ships, then Si21 is attacked (as per normal game)

Am I barking up a wrong tree or is this plausable? It might give comm officer something else to watch for....
"... ooops!"
Last words of Captain Phour Phazier Phred from Phremont
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Mike_Substelny said Aug 08, 2011 03:02:21
Something like this is possible in a mission script, as long as you define "Artemis responds" as an action that one of the players can do. For example, Helm can move the ship into a certain part of the map, or Weapons can turn energy into a full load of torpedoes, Engineering can repair a certain damaged system, or Comms can tell a neutral ship to turn a certain direction.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Eric said Aug 09, 2011 02:17:18
This is why we need the magic "whatever" button so we can place buttons on the Comm screen that says: "negotiate". We also need some way to tell if Artemis fires weapons or has a weapon lock on something.
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EricWethington said Aug 09, 2011 11:43:48
Weapons officer can tell (as well as main screen) if he has weapons lock, that's how he fires his homing missiles. As for beams, turn off auto beams and keep them manual while your under negotiations with neutral.
"... ooops!"
Last words of Captain Phour Phazier Phred from Phremont
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Clayton-Mast said Aug 09, 2011 12:53:45
Yeah, tactical defiantly has to know whats going down. Ever had your Tack Off shoot a Nuke "Of all things" into the nothing of space. It is not pleasant.
Aka Masuto Nendo-Ton
Helmsman of the I.S.S. Tyrant NX-10001110101
Captained by TPherball McGuillicutty
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Mike_Substelny said Aug 09, 2011 22:45:56
I think what Eric was saying is that Mission Scripts cannot tell whether Artemis has locked weapons or launched a torpedo. If the script could tell that, then enemies (and friendlies) could react to it. Locking weapons is a sure sign that negotiations are going badly.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Eric said Aug 10, 2011 01:03:42
Yup, thanks Mike. I meant in the mission scripting.
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Russell said Oct 12, 2011 14:41:45
Hello I am new to playing Artemis, I am really enjoying it but would like some more missions, is there a central download area to download missions people have created or do I just have to ask indviduals, if so would it be possible to have a link to download this mission once it is complete??
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Mike_Substelny said Oct 12, 2011 20:55:16
Russel, I have a page for my mission scripts that are either complete or in development. Right now the audio version of "Havoc in the Hamak Sector" is my favorite. Click here for a link. Note that I have taken down "Truce or Consequences" until I can observe a crew playing it this coming weekend. The final version should be released on Sunday, October 16.

Do you have a full crew of six players? The general idea of my mission scripts is to challenge all six players at the same time. If you play them alone you may just become frustrated.

I have already put a lot of work into my next two mission scripts: "The Doomsday Deception" and "No Bed of Roses." Look for them to be released soon.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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