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Posted

 

just brainstorming.

 

if the shuttle gets call within the 13:15 hour mark of the shift, the FTL gamemode kicks in, what is it? ill TRY to explain.

 

the shuttle has to take a detour around asteroids to reach centcomm, the reason being the same as the shuttles being unable to be called in meteor gamemodes until a specific time. (damn asteroids blocking the way)

 

you can take three different paths to CC,

1. the safe path around all the danger

(oh dear this will take a bit of time and some plasma fuel...unless you want to go power conservation slow...)

 

2. the adventourous and looty path around the asteroids

kill xenos/pirates/syndies/race specific colonies, fight viruses, collect materials to fix hull

 

3. try to fly though the asteroid field between you and CC regardless

(needs the crew to haul some essential items to the shuttle to fix the shuttle after some asteroid induced damage)

 

 

to make sure it has variety you have to pick 1, 2 or 3, four times. you could pick the third option four times to reach centcomm in the shortest amount of time for example.

 

how are we going to fix the shuttle? if it gets damage or refill the fuel? well, just plop in some materials(for fixing) and plasma and batteries (for fuel and sheild power) into a donation bin.

 

if there isnt enough materials...the hull will visibly deterioate (maybe the floor or walls), if that happens again a fairly large piece of the hull where the visible damage is will rip off and it will take much more metal than you need to put into the donation bin to fix it...unless you got some inflatable walls to block it off.

 

if there aint enough batteries or plasma in the donation bin then the sheilds will fail or the ship will go more slowly as it starts using the backup engines.

--

what can each department do for the ship?

  • engineering can easily fix the shuttle with the things they brought onto the shuttle

  • medbay staff keeps doing what they do

research can try to upgrade the parts of the shuttle like the sheilds or the piloting system

security needs to try to keep the shuttle safe from threats like carps while the enginges are revving up or the ship is under repair, also scavange things if the pilot decides to go with option 2 path

cargo/mining can go mine the asteroids the shuttle just happens to stop by

command can go pilot the shuttle and make decisions on where to go

 

 

and for the final two half baked ideas (im pretty sure we dont have to code all of this at once if we are going to do all of it)

 

after taking two paths and exploring them you automatically stop off at a repair station where you can resupply stuff.

 

we need a bigger shuttle. period.

 

Posted

As brilliant and fun as this would be, it would take a -lot- of effort to code (I think). The "movement" of the shuttle isn't really meant for anything but a brief cutscene.

Posted (edited)

 

As brilliant and fun as this would be, it would take a -lot- of effort to code (I think). The "movement" of the shuttle isn't really meant for anything but a brief cutscene.

 

in FTL nothing happens while you are in hyper/bluespace and things only happen when you arrive at the stop.

 

Edited by Guest
Posted

 

new ideas: make the white medical ship be able to follow the jump signature of the escape shuttle.

 

escape pods have 25% chance to land on...literally land, and then they just need to hold on in the crash site until the pod reboots.

 

Posted

 

I would use R&D to make laser cannons (or just stun revolvers) and mount them in, oh, say five or ten turrets up against the shuttle windows to shoot whatever came near, then take option 2 the whole time for sick, phat loots.

 

make heads of staff get to vote what kind of escape shuttle they get! for specialization.

 

tougher ship or a ship with a bunch of windows where you can laser things through?

 

or maybe a ship with more cargo/crew capacity or a ship with a huge platform for custom improvements?

 

NEW IDEAS: needs people manning a bunch of stations on the shuttle to make RNG less worse

 

everyone needs to be buckled so the shuttle can leave unless its forced

 

shuttle automatically picks the safest route unless the autopilot is instructed otherwise

 

Posted

 

What about people calling the shuttle prematurely for tenuous reasons to get to play this?

 

It'd work better as an extremely rare random occurrence once shuttle leaves would be preferable, methinks, though in general this is really ambitious and breaks the normal flow quite heavily.

 

Posted

 

This sounds like a good premise for an away mission, perhaps not as part of the escape shuttle though. I'm not convinced many people would like being made to go through this that often.

 

that is what the third path option is for...

 

Posted

 

everyone needs to be buckled so the shuttle can leave unless its forced

NOPE someone (probably more than one) would simply sit in the chair without buckling and laugh at how everyone is raging

otherwise cool idea

but it should be a own gamemode with no antags and everyone on the same side. well no antags on the crew side.

 

i can imagin a crew of 40 to 80 people would step on each other feed all the time. so maybe spliting up the players in two teams: the shuttel crew and the enemys/NPCs.

the crew can only go a dangerous route. the crew has to maintain and operate the ship like in every SS13 round and the enemys/NPCs have to play the pirates, aliens or helples colonists.

 

after all you want a Faster Than Light like gamemode/event we should take it a bit more than just a littel picture of a ship flying on GIFs from one spot to another

 

Posted

 

oh right, put cryodorms on the escape shuttle for people who want to ghost it out to be a baddie.

 

the pilot/captain of the shuttle can pick a path, once decided the ghosts will get a prompt to become a NPC's at the destination, the prompt is 100% likely to appear if its a option 2 path, 25% for option 3 and 0% for the safest option?

 

those are mostly placeholder stats.

 

Posted

 

This sounds interesting, and maybe we could even have Antag objectives given to Antags upon this gamemode's start? (Sabotage Engines, Pilot into ambush, etc?)

 

would be a bit difficult to be a antag in such a small area cramped with nutjob civies and harmbatonners tightly packed in one can.

 

what about when the shuttle is in the .gif moving stage all the rooms will be locked down and you will get a prompt with options for what you will be doing in the room while the shuttle is moving and receive better options or better RNG if you have the right gear or materials on your person.

 

for example: being in the engine room will get you a couple of prompts availible to every person there, like fixing the engine or overcharging it...or hiding your space drugs or contraband right under the engine, incase you are a antag you get a antag option of sabotaging it or silently kill a person in that room.

remember you need the right tools to be able to have a better chance to be able to perform one of the options.

OR try to do fix or repair the engine with your BARE HANDS! for 10% success rate.

 

when the shuttle reaches its destination the prompt choices will take effect while nobody knows who did what in the room except the fact that they were there when it happened.

 

let the 6-15 minutes serial murder mysteries begin with the culprit being that one guy with the hijack shutte alone objective.

 

to make sure its fair, command and security staff get to have a NPC AI console (sabotagable ofc) that tracks what happens in every room and who was there when it happened.

 

this is already starting to look like the biggest coding spaghetti on the face of our github

 

Posted

 

I don't know how hard it would be to code, but it'd be awesome to land on an LV-426 like planet with xenos.

 

Basically, a message is sent from CentComm saying that they are dealing with an operative team and that their shuttle dock is damaged. The pods and shuttle are then diverted to the nearest planet with the promise of rescue soon. The planet is rocky and does not appear to have any viable landing sights. The pods land safely in the general landing zone, but the shuttle hits hard. All of he SSD players are either put into critical or outright killed/gibbed to clear the pod and add to the severity of the situation. The survivors must now gather parts and weapons from a crashed ERT shuttle and a crashed Syndicate shuttle in their area. Upon arriving at either shuttle, a one minute timer sets in and the race against time begins. The players who died on the station are now xenomorph drones that want nothing more than to make sweet love to the crew's faces. The crew must then regroup at their shuttle,assemble a transmitter to CentComm and hold out for four minutes for a shuttle to mop up the xenos and evacuate the crew.

 

This could either be random or admin started.

 

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