I have a couple of ideas -- any responses would be appreciated!
Currently, docking multiple ships together (last I checked) is pretty awkward. I also understand that coding these things can be hard. As such, I tried to avoid anything technically outrageous, and to create the idea to provide as much value as possible with as little modification as possible. Nevertheless, this is somewhat complex. Please be patient in reading it.
For those less patient, the TL;DR of it is:
Pad-to-Pad docking that aligns the pads rotationally
Allows for captains/AI to dock a ship and have it point in the right direction
Docked ships can be semi-permanently bonded to a ship they are docked to, and receive commands like fighters
Bonded ships consider their working range to be within one warp jump (by default) of the mothership for most tasks
Bonded ships can be configured to react to mothership actions (like warping away)
Bonded ships gain a few extra mothership-related commands to choose from (return, dock/launch, unbond, work)
Alignment visuals for player docking
Personally, I would be more than happy to buy this as a DLC.
Core Ideas
This is what I'd really like to see done, however it's done. I'd be happy with these being implemented in any way.
Captained ships can be commanded to dock with another ship
Finer-grained control over docking/undocking
Docked ships can be "bonded", which provides additional mothership-related captain commands, as well as fighter-like controls over the bonded ship while it isn't docked
Bonded ships can be controlled like fighters, and stay relatively close to the mothership, or roam within a specified work area
Details
This is my conception of what implementation would look like.
New Captain Abilities
Any place a captain can be given commands, it can be commanded to dock with any other fleet ship.
If it is not in the correct location, it will seek out that ship to dock with it.
Captains of bonded ships gain additional mothership-related commands (detailed below in 'Bonding'
Docked and Bonded Ships List
Docked and bonded ships show up as icons on the top left above fighters, with a similar interface
Docked ship options: Undock, Bond
Undocked ships are immediately selected so they can be switched to easily
Has a 'roam' checkbox - if checked, ship is allowed to roam within its working range. Otherwise, it stays in the sector.
Docking
There is a "docking" and a "receiving" ship. The receiving ship should be immobile. The docking ship performs the docking action.
Both ships must have a pad, and the configuration must be compatible. Specifically:
The plane of the receiving ship's docking pad must encompass the plane of the docking ship's pad when aligned.
see technical notes on pad matching
Docking is done with a consistent process, and results in a consistent orientation
see technical notes on automatic docking procedure
Docked ships show up in the Docked and Bonded Ships List for easy bonding or undocking
Motherships
A mothership is just a receiving ship that has bonded a docked ship.
Bonding
Bonding a ship associates a ship with a mothership until unbonded.
The docked ship becomes bonded to the pad it is docked on, and the pad cannot be used by other ships (even if the bonded ship isn't docked)
The number of bonded ships is limited -- either they take up a fighter squadron slot, or they have their own max
Bonded ships gain additional command actions relevant to their mothership, available in the relevant interface areas.
Examples
Return - return to mothership
Return to range - return to working range
Dock - return and dock with mothership
Work - Default activity - Do the configured default activity
Configuration
Each bonded ship can be configured, in a screen similar to the fighter squadron configuration tab
Configuration options
Working Range - Number of warps this ship is allowed to go from mothership - default is its max warp range
This may be circumvented by some commands
Menu Actions - These are the icons available via the ship's icon in the Docked and Bonded Ships List (icons on top left above fighters)
Any general action that can be assigned to a captain can be set to appear in the ship's list of actions
Some actions (escort target) may explicitly require moving out of the working range). These could have a checkbox to allow that.
Default Activity - Activity this ship will do if the ship is launched, but no command given (or if mothership / player launches all)
Mothership Warp Reaction
What to do when the mothership warps away
Applies whether or not this ship is in the same sector as the mothership (or checkmark for 'same sector only')
Normal captain action options, plus options such as
Warp to new/expected working range (default)
Stay within old working range
Return (Warp to Mothership's sector)
Dock
Mothership Warp Select Reaction
What to do if the mothership just *selects* a sector to warp to
same extra choices as Mothership Warp Reaction
Unbond (or [x]) - Cease to be bonded to the mothership -- return to being a regular docked ship
Control
Control goes to the mother ship. If the player is controlling a docking ship, they lose control, possibly with an option to switch to the receiving ship, or perhaps switching automatically.
Nesting (or lack thereof)
A ship which has ships docked to it cannot dock to another (except normal docking to stations for goods and services)
Ships may still dock to the remaining open pads on the receiving ship (but not to pads on the docking ship
Technical Details
These are details that I considered too fiddly to put above, but still wanted to include. They may or may not be relevant, and aren't really the core idea. Some parts of it, like the chatter in the docking process, I really like the thought of, though.
Orientation
Docking pads are changed so that they now have a relevant rotational orientation - a 'forward'. This can be modified in the editor with the 'r' setting
When docking, ships attempt to align so that 'forward' is the same direction for both pads.
Pad Alignment
pad-to-pad docking requires that the pads *should* be aligned for player docking, and *must* be aligned for AI docking.
this results in consistent orientation except when people are intentionally doing something else
Pad Matching
The largest pad on the docking ship must be used
Any *matching* pad on the receiving ship may be used
To be considered 'matching', the receiving pad must fully encompass the docking ship's pad when properly aligned
Pad Selection
AI (and guides for players) could use the following criteria to choose a pad:
Pads with an identical docking surface are selected first
The smallest matching pad is selected if an identical pad isn't available.
Docking process, AI or Player
Get to the same sector as receiver
Get within range of the receiver
Request docking (hotkey applies to targeted ship, or request via ship menu) -- largely the same for player or AI.
"This is the USC Dragonmount requesting docking clearance from the HMS Snoot Booper"
Suggestion
eode
I have a couple of ideas -- any responses would be appreciated!
Currently, docking multiple ships together (last I checked) is pretty awkward. I also understand that coding these things can be hard. As such, I tried to avoid anything technically outrageous, and to create the idea to provide as much value as possible with as little modification as possible. Nevertheless, this is somewhat complex. Please be patient in reading it.
For those less patient, the TL;DR of it is:
Personally, I would be more than happy to buy this as a DLC.
Core Ideas
This is what I'd really like to see done, however it's done. I'd be happy with these being implemented in any way.
Details
This is my conception of what implementation would look like.
Technical Details
These are details that I considered too fiddly to put above, but still wanted to include. They may or may not be relevant, and aren't really the core idea. Some parts of it, like the chatter in the docking process, I really like the thought of, though.
If you have made it this far, I commend you.
edits: small / organizational changes, shifting tl;dr to top
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