Hub system?
Posted: Thu Feb 18, 2016 2:19 am
I have no idea what the long term goals of the project are. While I accept that my idea may exceed project ambitions, I would like to propose a way to save a lot of head aches for some situations.
The general idea is to have a massive sub-surface base that acts as the hub that everyone at round start spawns on. This base would be the start of every round on that server and would act as an endpoint for all the different paths that would leave into the abyss. The reason for this idea lies in the role of the traitor, the traitor is a problem when confronting a small ship that needs every single person knowing what to do and how to do it. This means that even with stipulations that traitors must survive to accomplish goals and the EXTREMELY volatile nature of the deep sea, any sort of sabotage that is not just straight up killing another crew member could very well doom the whole ship. I imagine that this would become stale VERY quickly since it would come down to ship design rather than player interaction that would provide the whole challenge for both the crew and traitor. The station on the other hand would be by its very nature of being HUGE be able to sustain damage and continue its function more or less the same as it did prior to the attack. While some areas might be subject to lengthy repair times that might cripple certain areas of the hub it would not mean the complete end of the round as it might in a ship. This gives some wiggle room for players trying to accomplish goals outside or around the hub, since the round wouldn't immediately derail the second someone crossed a wire and turned off some important component. In conclusion of the traitor and station interaction, I believe that this system would also give servers a way to express themselves much how each SS13 server has its certain brand of station to interact with Barotrauma would have the same concept.
Now looking back to the first line of this post I have no idea what the vision of the future this game has so my ideas might be way out of scale for actual intent but it seems to me worthwhile to at least give breath to these ideas regardless. With the hub in mind there are certain aspects of the game that would have to be addressed, such as either having multiple ships moving around the abyss at the same time and what kind of server issues that may cause. The core idea of having the hub is to have smaller vessels leave the hub and do whatever missions are set forth at the beginning of the round. I have no clue if this idea is even a remote possibility but assuming it is the hub might just be the way to give the traitor role and over the over arching objectives matter more to the players. The hub would be a place to regroup and rearm, stock up on new crew members, and allow for players to come back and have a home to go back to rather than just a vague objective. This would have to include some sort of creature comforts actual rooms inside the hub for people and traitors to store things. Somewhere to receive missions at more than likely posted on some sort of bulletin board in the captains lounge with pay outs of some sort. Other such things could be included to give the station some life as a home away from home and somewhere to relax away from the horrors of the abyss.
If interested in this kind of thinking I have more to say on the topic but ill leave it here for now. I have no idea how close you would want to emulate SS13 and this is more aligned with SS13 than maybe you'd intend. Hopefully this has been at least an interesting read.
The general idea is to have a massive sub-surface base that acts as the hub that everyone at round start spawns on. This base would be the start of every round on that server and would act as an endpoint for all the different paths that would leave into the abyss. The reason for this idea lies in the role of the traitor, the traitor is a problem when confronting a small ship that needs every single person knowing what to do and how to do it. This means that even with stipulations that traitors must survive to accomplish goals and the EXTREMELY volatile nature of the deep sea, any sort of sabotage that is not just straight up killing another crew member could very well doom the whole ship. I imagine that this would become stale VERY quickly since it would come down to ship design rather than player interaction that would provide the whole challenge for both the crew and traitor. The station on the other hand would be by its very nature of being HUGE be able to sustain damage and continue its function more or less the same as it did prior to the attack. While some areas might be subject to lengthy repair times that might cripple certain areas of the hub it would not mean the complete end of the round as it might in a ship. This gives some wiggle room for players trying to accomplish goals outside or around the hub, since the round wouldn't immediately derail the second someone crossed a wire and turned off some important component. In conclusion of the traitor and station interaction, I believe that this system would also give servers a way to express themselves much how each SS13 server has its certain brand of station to interact with Barotrauma would have the same concept.
Now looking back to the first line of this post I have no idea what the vision of the future this game has so my ideas might be way out of scale for actual intent but it seems to me worthwhile to at least give breath to these ideas regardless. With the hub in mind there are certain aspects of the game that would have to be addressed, such as either having multiple ships moving around the abyss at the same time and what kind of server issues that may cause. The core idea of having the hub is to have smaller vessels leave the hub and do whatever missions are set forth at the beginning of the round. I have no clue if this idea is even a remote possibility but assuming it is the hub might just be the way to give the traitor role and over the over arching objectives matter more to the players. The hub would be a place to regroup and rearm, stock up on new crew members, and allow for players to come back and have a home to go back to rather than just a vague objective. This would have to include some sort of creature comforts actual rooms inside the hub for people and traitors to store things. Somewhere to receive missions at more than likely posted on some sort of bulletin board in the captains lounge with pay outs of some sort. Other such things could be included to give the station some life as a home away from home and somewhere to relax away from the horrors of the abyss.
If interested in this kind of thinking I have more to say on the topic but ill leave it here for now. I have no idea how close you would want to emulate SS13 and this is more aligned with SS13 than maybe you'd intend. Hopefully this has been at least an interesting read.