Author Topic: GH2: Spaceship Mechanics  (Read 5537 times)

Offline Joseph Hewitt

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GH2: Spaceship Mechanics
« on: June 23, 2007, 05:14:53 AM »
Spaceships will form a part of the core story. I want to add them to the game right away, since I have to redo many of the core story components anyhow and I might as well have all the things that are going to be needed before I start.

Basic Info: What spaceships mean to the player

There will be a number of spaceships in the game. Some of these may be controlled by the player; others will be controlled by NPCs or factions. Control of a spaceship may pass from the PC to a NPC, or vice versa, during the course of the story. Both PC-controlled and NPC-controlled spaceships can move to different cities.

If the PC is captain of a given ship, all of that ship's crew members can be asked to join the party. When a ship leaves port, all the crew are brought with it, plus a small number of guests. The number of guests and extra mecha that can be brought can be changed by upgrading the ship.

Every ship contains a number of cells- these are like the rooms in a building. If the PC controls the ship, he can modify these cells at a customization shop. An empty cell can be filled with a room of some type, an existing cell can be changed to a new type, and crew can be hired to man the cell. Here's a list of cell types I have planned and the crew that can be hired for each:

- Security: up to 2 guards
- Sick Bay: 1 doctor + 1 nurse
- Engineering: 1 mechanic
- Shrine
- Exercise Room
- Recreation Room
- Recording Studio
- Laboratory: 1 scientist
- Mess Hall: 1 cook
- Guest Quarters: +2 guests can come when ship leaves port
- Kennel: +4 pets/robots can come when ship leaves port
- Mecha Bay: +2 SF:2 mecha can be carried
- Cargo Hold: May

Certain cell types and crew members may be unlockable based on the PC's faction. For instance, if the PC is a member of the Silver Knights, instead of guards he'll probably be able to hire knights.

Moving a ship should cost money. I haven't decided yet if the ship should move on the world map, or if the player should select a destination from a menu and the ship will move there instantly.

Technical Info: How it's going to work in the program

Spaceships are scenes. One spaceship may also have several subscenes.

When a ship is to be moved, several things must first happen. The ship entrance must be located and moved as well. All crew members who aren't currently on the ship must be located and placed in their respective cells. Any extra passengers and cargo must be removed from the ship and left at the spaceport of the scene being left. If there's no spaceport... er, I'll have to think about that.

When a ship enters a city, an appropriate docking location must be found. I think I'll need to add a docking area to all spaceports. What happens if there's no appropriate docking area? Er, I'll have to think about that as well.

When a crew member is hired for a ship, that crew member must store the IDs of the ship and its assigned cell. If a crew member dies, it will then be possible to hire a replacement. If a cell is changed while it still has an associated crew member, that crew member will be "fired" and erased from the game unless its relationship with the PC has been upgraded.

The core story can have a ship assigned to it; if this is the case, the PC will travel with that ship. At some point in the story, the PC may be assigned command of the ship he's sent to travel with. Alternatively if the PC has a spaceship through other means it may become involved in the core story. There may be a "crew mutiny" event whereby the PC loses control of his ship, though there should usually be a way to get it back.

Every ship should have a Bridge cell that cannot be sold or modified. A number of crew can be hired for this cell: Navigator, Security Chief, and maybe some others.

There will probably be a quest whereby the player discovers a wrecked, empty spaceship in space, and then has the chance to kill off the vermin infesting it + repair its systems. If it's a good ship, it may be infested with all kinds of nasty things (synths, defense robots, fungal ghosts).

Offline Zereth

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GH2: Spaceship Mechanics
« Reply #1 on: June 23, 2007, 09:08:25 PM »
The "engineering" cell should problaby also not be removeable, and in a fixed location on a given type of ship, since that's where the engines and stuff would be. (Although very small ships might just have an engineering supply locker and stick the engines in the edges of other cells.)

ALso, where do the crew sleep? There should probably be a "crew quarters" cell as well, which can fit more people in it. (Again, except on very small ships.) On sufficently large ships, you might have nough space that you could use Guest Quarters or even one-person-per Suites for morale boosts.

As for "no spaceport or no suitable docking space", perhaps the spaceship becomes a location in space nearby and you have to fly over in a mecha/shuttle to get to the station? (If you try to land on a planet, this is much less of a problem unless you're trying to land in a big city with limited facilities, but in most circumstances you could just set down on a flat peice of ground.)


You should problayb also be able to carry passengers in cargo bays, although you'd need to bring some cots or bedrolls or something, and possibly set up auxillary life support. This would, obviously, be instead of cargo and have a big morale penalty.

Offline macksting

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GH2: Spaceship Mechanics
« Reply #2 on: June 24, 2007, 12:47:38 AM »
Don't you remember? Zombex is the major form of sleep medication on the world of GearHead, designed to remove the need to sleep. By the makers of Nogas.

Offline draconuszero

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GH2: Spaceship Mechanics
« Reply #3 on: June 24, 2007, 10:01:05 AM »
Quoting: Joseph Hewitt
- Guest Quarters: +2 guests can come when ship leaves port

Are Guests NPCs or are they going to relate to "Bring me to Point X" missions?

Quoting: Joseph Hewitt
I haven't decided yet if the ship should move on the world map, or if the player should select a destination from a menu and the ship will move there instantly.

Well, that can go either way.  This can of course lead to random events all the way, like a space pirate attack (using space mecha and possible your ship as artillery) or possibly finding a derelict spaceship that you can (much to he dismay of the passengers you are bringing to Point X).  There can of course be battleship or fleet battles along the way as well.

With space battles, how about having an option of sending your ship away during a battle?  This can possibly lead to other plots like angry soldiers going out for revenge since you ran away in your ship as they were stuck to fend for themselves.

Offline Keiseth

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GH2: Spaceship Mechanics
« Reply #4 on: June 24, 2007, 02:23:51 PM »
Hoo, this is pretty cool. Are there going to be only large, capital style spaceships, or smaller ones perhaps designed for other uses? Combat, or very fast transportation, stealth; sneaking through protected areas...

Either way, awesome. I'm hoping for onboard combat. Could be really creepy; a warning that you've been boarded, as you sit at the bridge. Two soldiers pick up their weapons and follow you out as you creep silently along the halls, then... right around the corner, pirates open fire.

Just as creepy being the attackers, not knowing precisely where your opposition may be. Yeah, Spaceships are going to be incredibly awesome.

Edit: Heh, it's unlikely, especially right away, but I just imagined Bio-mechanical semi living spaceships. Now that would be something you wouldn't want to board.

Offline macksting

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GH2: Spaceship Mechanics
« Reply #5 on: June 25, 2007, 02:06:37 AM »
I'd like to see at least one you could find, very much like the journey to get the Argoseyer. Maybe nestled into an asteroid, or an NEO which frequently returns, sorta like a planetary comet. :)

Offline Onisuzume

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GH2: Spaceship Mechanics
« Reply #6 on: June 25, 2007, 05:54:08 AM »
I could imagine biotech ships existing somewhere...
Maybe species 8472 or some Tyranids?

Also, I can imagine at least one person editing a save file to rename the chief of security to Lieutenant Worf....
And a science officer to Spock...

Also, would piloting big space ships require a new skill?
Since I can imagine it being vastly different from driving cars or piloting big mecha. Maybe it'd allow you to get to your destination faster, or decrease the chance of being attacked by space nasties.

Offline Joseph Hewitt

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GH2: Spaceship Mechanics
« Reply #7 on: June 25, 2007, 07:17:44 AM »
Quoting: Zereth
The "engineering" cell should problaby also not be removeable, and in a fixed location on a given type of ship, since that's where the engines and stuff would be.

You're right... the "engineering" cell above should probably be named "repair bay" or somesuch.

Quoting: draconuszero
Are Guests NPCs or are they going to relate to "Bring me to Point X" missions?

NPCs. Most guests are going to be lancemates of the PC who aren't crew members.

Quoting: draconuszero
With space battles, how about having an option of sending your ship away during a battle? This can possibly lead to other plots like angry soldiers going out for revenge since you ran away in your ship as they were stuck to fend for themselves.

Ships are to be plot devices moreso than fighting machines; usually if your ship is threatened, you'll need to deploy the mecha to fight off the attackers. The number of mecha you can field in response to an attack, and the quality of the weapons your ship has, should probably be dependent on the cells you've installed.

Here's a thorny issue. The PC should have to allocate space for mecha and companions. However, if the PC were traveling alone on the world map, he could bring as many companions as will follow him and all of their mecha.

Quoting: Keiseth
Are there going to be only large, capital style spaceships, or smaller ones perhaps designed for other uses?

There will be both large and small spaceships. In game terms, none of them will be specialized craft- the only differences will be in how many cells they have and what rooms they come pre-equipped with.

Onboard combat would probably only happen as a story event.

Quoting: Onisuzume
Also, would piloting big space ships require a new skill?

I don't know how useful that would be. The ship won't be pilotable like a mecha- if it does appear in a battle, it will be as a stationary prop with the fighting happening around it. A skill to get to your destination quickly or to avoid unwanted encounters may be useful but I think it'd need more uses than just that to justify its inclusion.

Offline Erathoniel

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GH2: Spaceship Mechanics
« Reply #8 on: June 25, 2007, 09:51:54 AM »
Ships should have turrets to help in battle, if you ask me. Also, what about specialized mecha transports? They could be useful, and could fly along your other main ship(s).
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Offline draconuszero

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GH2: Spaceship Mechanics
« Reply #9 on: June 25, 2007, 12:52:56 PM »
Quoting: Joseph Hewitt
Here's a thorny issue. The PC should have to allocate space for mecha and companions. However, if the PC were traveling alone on the world map, he could bring as many companions as will follow him and all of their mecha.


You can make it so the size of the ship one can get is based on reputation or even the leadership skill.

Offline Epsilon

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GH2: Spaceship Mechanics
« Reply #10 on: June 25, 2007, 01:34:10 PM »
Quoting: Joseph Hewitt
I don't know how useful that would be. The ship won't be pilotable like a mecha- if it does appear in a battle, it will be as a stationary prop with the fighting happening around it. A skill to get to your destination quickly or to avoid unwanted encounters may be useful but I think it'd need more uses than just that to justify its inclusion.


Starshipping (knowledge) could reduce travel times, fuel consumption, avoid pirates, reduce general wear and tear, and, if you decide to stay on your ship during an attack, could provide a bonus to the turrets you control.

Offline SharkD

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« Reply #11 on: June 25, 2007, 03:58:11 PM »
Hopefully this feature will be polished.

Offline Joseph Hewitt

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« Reply #12 on: June 25, 2007, 06:13:09 PM »
Quoting: Epsilon
Starshipping (knowledge) could reduce travel times, fuel consumption, avoid pirates, reduce general wear and tear, and, if you decide to stay on your ship during an attack, could provide a bonus to the turrets you control.

There's another issue- staying on board the ship. It ought to be an option. By all rights the PC should be able to send out his lancemates to do the fighting, while he sits back and commands. Unfortunately, the game engine doesn't work correctly if there are no characters on Team 1 (the player's team), and the RPG campaign/scripting doesn't work if there's more than one character on Team 1. There go my two initial ideas for how to handle the situation (deploy the lancemate team without the PC, or deploy the lancemates all as Team 1 just as in Arena mode).

There is a third option- somehow allow the PC to be inserted into the spaceship prop and allow him to take limited actions from there. The problem with this is that nothing is set up for allowing a collection of separate props (which is how a megaprop is modeled internally) to be controlled by the player.

Also, there's the terrible matter of what to do if the player loses a battle in which his spaceship takes part. If the battle is completely and utterly lost, the spaceship could be destroyed or captured depending on the whims of the storyline. What happens, though, if the PC's lancemates have mostly everything under control but the PC's mecha gets disabled in the last few seconds? Destroying the ship in such a case would seem grossly unfair. Plus there are likely to be issues with PC death/rescue and the ship.

Quoting: Erathoniel
Ships should have turrets to help in battle, if you ask me. Also, what about specialized mecha transports? They could be useful, and could fly along your other main ship(s).

Ships will have turrets. By dedicating cells to weapon upgrades it should be possible to improve these turrets.

The player will only be able to move one ship at once, though he'll be able to own more than that. There's a point- it should be possible to remotely request a ship to come to your location or go anywhere else, and it should also be possible to transfer crew between ships.

Quoting: SharkD
Hopefully this feature will be polished.

Care to elaborate? I agree that "hopefully this feature will be well done", but that's an awfully vague statement to make.

Offline SharkD

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GH2: Spaceship Mechanics
« Reply #13 on: June 25, 2007, 10:04:47 PM »
It's just that GearHead already feels like it has a lot of features tacked on. Kind of like adding bells and whistles which serve no function.

Offline Joseph Hewitt

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« Reply #14 on: June 25, 2007, 11:37:31 PM »
That's one of the problems with GH2 being a work in progress. My race right now is to get the basics of everything in place before I start adding content; unfortunately, without content the game seems empty and all the neat features are left unused.

Don't worry; I feel that I'm nearly at that tipping point where I can stop focusing so much on the program and start focusing more on the content + polish.