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  1. Currently wreckages just disappear after a set amount of time, so I had these ideas to give them an in-game reason to disappear. These would also add some life into scrapyards and maybe wreckage sectors. 1. Paid ferrying of wreckage to scrapyards If someone jumps into a sector with a docked wreckage then the scrapyard offers credits based on size/material of the wreckage. The player can use it as a way to make some money without relying on combat or trading. When the player right click a wreck and the ship doesn't have a salvaging turret but has a docking port then it automatically moves to it and docks, or an advanced command can be added where ships with captains will dock with a wreckage, then you can use the star map to tell them to move to a scrapyard. A new npc ship type specialized in ferrying wreckages can be programmed to enter sectors that have wreckages, docking then jump away. On scrapyard sectors there can be occasional ferrying ships that bring in new random wrecks and then jump away. They also appear on random wreckage sectors but more rarely or maybe with overall better ships since it’s more dangerous. Since there is a constant influx of wrecks a new npc salvager ship type can be added, they would be on scrapyard sector salvaging wrecks. I always felt weird that there are miners but not scrappers, especially because they have a dedicated sector to it where nothing happens. As a side bonus scrapyards should be able to turn scrap into minerals, then make it so resource depots can only refine raw ores, this would give another reason for players relying on salvaging to go on scrapyard sectors. 2. Wreck eating ancient life form The idea of making it a lifeform is so that they can function outside of the rules established for ships. This new life form would be like a ghost, appearing and disappearing at will, but only near wreckages, they start eating the wreckage and if left alone can easily eat away small ships. They never appear near asteroids, eating only wreckage. When a functioning ship comes near they fade into nothingness, meaning players can’t interact with them. As a side note any projectile clips through them as if they were intangible. Obviously they wouldn’t show on radar/tatic map/galaxy map. Energy beacons would be added to scrapyard sectors, if you destroy the beacons then the life form appears and starts eating, it takes some time before a new beacon is “built” and wrecks can spawn again (I’m assuming they respawn like asteroids). On random space wreckage sectors they would clear the area if a player afks on it for too long. In game npc can comment things like they are the “janitors” of the universe, how it gives some people the creeps, military ships comment that a chill down your spine is them following you waiting for you ship to become wreckage, on research stations they can say how they tried to capture one but they really just disappear without a trace and how they can be repelled by energy fields. The simplest way to make them work would be using an equivalent of the force turret to drag wreckage towards them, they can then be programmed to move around like a ship so maybe it won’t require extensive code rework. This also means that the player can’t just afk near wreckages to get free resources. An awesome alternative is making them move around like a space ghost worm (subnautica ghost leviathan comes to mind) and if a wreck is in the way it gets eaten, so they would look really different from everything else, but would require specific code for their movement. Both ideas can be combined, having the scrappers hate them ghosts would be fun.
  2. The Xsostan didn't speak with any members of the United Alliance, but went about harvesting. Maybe they just don't communicate the way that our galactic civilization does. Or, maybe, that's just what they want you to believe. Dock with an Xsostan ship and they will tell you to go away ten different ways, in Galactic Standard speech. 😛
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