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May 09, 2012, 09:14:01 PM
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I like the grapplers idea. In general.
Just a note: in US, purchased pods ate ejected via the pod spewer, in a reverse if the unloading mechanism. SRC, you indicated in another post that they just appeared, which was true for Torn Stars, abd perhaps the US Alpha, but not the current Beta.
Back to original train of thought:
Currently, if a player arrives at a 'battle field' waypoints, they are going to be presented with a scattered field of wreckage. To collect the wreckage, they simply issue a 'collect all' order to a cargo ship wingman, or if they are piloting a cargo ship themselves, hit the 'collect all' key. Then they just wait.
By adding in a range limitation to the pod/wreckage collection ability of the ship, we can add some gameplay. The player would now need to actively target wreckage, move closer, then collect it. This would not intrinsically be better, but if the player were under fire while doing so, suddenly things become much more interesting. Add in my desire to create wreckage collecting 'operations' or NPCs, and things get even better. Then the player would be competing with the NPC to get all the wreckage. It might even be the cause of disputes, which could escalate to armed encounters.
So here, limiting pod collecting abilities, could improve, or add to, gameplay.
Magnetic grapplers can also work with wreckage and asteroids. Asteroids are currently modeled with a small 'engine' attached. This 'engine' can be assumed to work with the magnetic grapplers, providing something for them to latch onto. We have no free floating, 'raw' asteroids in game currently. They are essentially exactly like pods.
Battlefield wreckage can also work. In two ways. One, we can force the player to approach and dock to the wreckage directly. This provides difficulty and incentive to get out of the wreckage collection business. It is the bottom of the barrel of careers. A second way to deal with wreckage, is like this: The magnetic grapplers have been in use by stations and ships for more than a hundred years. Currently, no ship has any 'metal' components, as they are all constructed with nano/smart materials. However, ALL ships are designed to become magnetic when they are destroyed. The materials themselves are smart enough to know whether they are 'whole' or broken, and when broken they become magnetic, specifically to allow collection of the wreckage by magnetic grappler equiped scrap collectors. Easy.
Either path is simple, but both should force the player to work a little harder for their battlefield wreckage, particularly if we implement roaming NPC scrap collectors to compete with the player.
Now, regarding the grapplers themselves. I think all stations, with pod spewers should be presumed to be fully equiped with the grapplers. It is just standard equipment, an integral part of the pod spewer.
Cargo-pod hauling tugs can still be used, but only as tugs, which move cargo back and forth between a warehousing area around a station, and close proximity to the pod spewer.
Magnetic grapplers on cargo ships should be standard, but upgradeable. Players will always have the ability to collect cargo, but can improve the speed and range through upgrades.
The ship mounted grapplers should have a simple set of parameters. Although it would be cool to have dynamic range abilities and real time updates, these things might not make sense to the player without huge amounts of informative feedback. They will need to know why something works and why it does not. If their grappler was not working at 15km one time, but was at another time, it would just confuse them. So we need to create several fixed categories of grapplers with a basic feature improvements, namely their range. It would be fun and cool to have more parameters, but potentially too difficult to communicate them to the player.
As an example, a base grappler, standard equipment on all cargo ships (and tugs perhaps) would have a range of perhaps 5km. An upgrade to that could push the range to 10km. A further upgrade to 15km. The top range grappler could work at 20km. Simple, and easy. The player can grasp it, and clearly see the benefits of upgrading their grapplers.
Additionally, none of this effects operations around the pod spewer. A basic grappler can interact with pods coming off the station as the range is so small. Actually, we can also assume that the station is handling all transfers at this point.
This will all be relatively simple to set up code-wise, as SRC points out. I will have to double check that I can add a system like this, though I am fairly certain we can. The system will simply have to attach some kind of flag to the ship, that then allows the grappler code to know the range that the ship is capable of. The pods will know no difference, and will simple start docking or not, depending on whether the grappler code decided they were within range or not.
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