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Restart the bridge?

posted Dec 12, 2011 03:04:49 by DrTwitch
OK
is there any way to simulate all stations going dark or having an extended damage behavior?
say that all the systems on the bridge just sort of "rebooted".

no particular reason, just may need this for a mission...
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13 replies
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5th_Wall_Gaming said Dec 12, 2011 15:41:04
Having stations go dark is something I asked for awhile back. Yes. +1. :) Setting a station to "Deactivated" where they can't access the controls and they get the damage overlay put on it so they know it's damage and not an error with the program would be very appreciated. :)
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DrTwitch said Dec 12, 2011 16:14:56
good point about it avoiding being a clearly software generated "error" rather than a real world crash...


I like the idea of taking a particular panel off line and putting up an alert dialog like "caught in tractor beam" or "all frequencies jammed".

Happens frequently enough in the various SciFi stories (ion cannons, pirate raids, need for a handy plot device, etc.)
[Last edited Dec 12, 2011 16:17:42]
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here come the drums
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5th_Wall_Gaming said Dec 12, 2011 16:22:11
Ooohh.. an alert dialog would be even better. :) "Cylon Virus Detected" I'm thinking. :)
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DrTwitch said Dec 12, 2011 17:16:08
That should be a "sexy sexy cylon virus".

or "TARDIS controls locked, SILENCE WILL FALL"

(Sorry for all the suggestions Thom. but this thing is like a christmas present.)
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here come the drums
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DrTwitch said Dec 12, 2011 17:22:34
Setting a station to "Deactivated" where they can't access the controls and they get the damage overlay put on it so they know it's damage and not an error with the program would be very appreciated. :)


I realized that this would also be great in conjunction with the "lighting control" .

but flashes and smoke effects would be just piling on!
[Last edited Dec 12, 2011 17:23:04]
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here come the drums
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Mike_Substelny said Dec 12, 2011 20:57:02
I'm not in favor of making any player completely helpless . . . unless it's another player's responsibility to fix it. For example, if torpedo tubes and beams are destroyed then Weapons is helpless until Engineering fixes them.

Currently there is no condition that renders Science or Communications helpless although you could build it into your script bit by bit. For example, at the beginning of "Havok in the Hamak Sector" I want to establish that it is hard to scan things in the Hamak Nebula, so the script actually creates and destroys some ships over and over. In the story these ships are not actually destroyed, but a very alert Science Officer may report "Captain! Intermittent sensor contact!"

Your script could do the same thing. If you want to "blind" Science and Comms so your Argonian Death Squadron can sneak up on Artemis, just have your script destroy EVERYTHING. Leave the map completely empty for a minute. Science won't be able to scan anything; Comms won't be able to communicate with anything. Then after the minute is up create your Argonian Death Squadron right behind Artemis with guns blazing!
"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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DrTwitch said Dec 13, 2011 05:22:30
i take your point on this Mike (making the player helpless with no recourse).

I do see this as a simpler way to plot device the complexity of creating and destroying more than a few objects can get overwhelming in order to simulate 'equipment failure'. So for example when comm's is cut off you can't contact or direct allied ships, but those ships and the rest of the universe should proceed as normal. (this would also be a step in the direction of creating an interactive "instructor" type mode.)

Now that i am thinking harder (but maybe not clearer), I think that the "effect" of an off line system could be done with selected damage to a system that would corrispond to a bridge positions function.
Of course this means MORE systems that would have to be jammed onto a ship but it would give engineering something to do to fix things
So creating "sensor" systems, "comms" system could do this.
Basically I think that I am looking for a way to try and emulate "dialing down" the tactical, but that only seems to affect the LRS, targeting and other systems work fine.

I may not be totally clear on things and hope that you all keep patient with me as i try and figure out what i want to advocate for.
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here come the drums
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5th_Wall_Gaming said Dec 13, 2011 15:12:18
Sometimes, stations need to be shut down for plot convenience. Usually, players understand this. I don't see an issue with removing control for 20 seconds or so.

To give you an idea how this might be useful, I have one of those kids puzzles with the numbers and such. It is scrambled and the crew is hit with a virus (communications). I told them they can't use their station (turning it off) until they solve the puzzle. No critical communications were going to happen in that time, but the player had fun as he tried to fix the station (and the engineer was really good at them, so he could help in return for his station not being manned as well).

So disabling a station IS appropriate at certain times IMHO and honestly, needs to be added. :)
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ThomRobertson said Dec 13, 2011 16:07:58
Sometimes, stations need to be shut down for plot convenience. Usually, players understand this. I don't see an issue with removing control for 20 seconds or so.


I've said before on these forums that I think shutting down a console completely is a bad idea, simply from a gameplay point of view. I won't build it in to the basic game.

Having said that, as far as scripts go, my job is to give you flexibility. So I can see giving the script system tools to shut down or impair consoles. I'll put it on the list, but I've got a LOT of things I should do first.
Creator of Artemis
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5th_Wall_Gaming said Dec 13, 2011 16:11:40
Having said that, as far as scripts go, my job is to give you flexibility. So I can see giving the script system tools to shut down or impair consoles. I'll put it on the list, but I've got a LOT of things I should do first.


Understandable Thom. :) Not trying to make you change a core concept of your game. :)
http://www.5thWallGaming.com
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DrTwitch said Dec 13, 2011 16:52:49
Ditto.

ThomRobertson said
I've said before on these forums that I think shutting down a console completely is a bad idea, simply from a gameplay point of view. I won't build it in to the basic game.
Having said that, as far as scripts go, my job is to give you flexibility. So I can see giving the script system tools to shut down or impair consoles. I'll put it on the list, but I've got a LOT of things I should do first.
Creator of Artemis


I am really glad that you are willing to accomodate modification/scripting and Role Play issues as they come up.

I think that in the basic freeplay game, that the damage blip that makes a console unavailable for a split second is a great mechanic, it adds just that tiny bit of frustration/tension that makes people really enjoy the simulator all the more.
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Mike_Substelny said Dec 13, 2011 19:15:02
I encourage script writers to be creative. The scripting system is already very powerful. As I demonstrated in my previous message, you can find lots of ways to put players through an experience like nothing they've ever seen before.

You can make Artemis tumble out of control. You can disable systems. You can make new super weapons.

The generic meshes and play_sound_now give you all sorts of power. I'm using both right now to build a suped-up version of "Havok in the Hamak Sector" with cool special effects and a more stressful climax.
"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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DrTwitch said Dec 13, 2011 19:38:40
havok does NOT need a more stressful climax!!!!! my chief engineer is still drying out the bedsheets from when we played that game...

and i did learn a lot from seeing how havoc was put together.
i hope that you can get the gereric mesh to work. Playsound has been a blast :)
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