Random Ideas

Discuss and distribute tools and methods for modding. Moderator - Grognak
User avatar
RAD-82
Posts: 796
Joined: Sat Nov 09, 2013 12:16 am

Random Ideas

Postby RAD-82 » Wed Apr 22, 2015 6:17 pm

I've had a few minor ideas recently, but I don't actually feel like making .ftl files for them. I'll just post stuff here should anybody care to use it.

This first idea replaces the start beacon of all sectors (except Crystal) with a store. If people have to enter a sector at this beacon, it seems like a good place to set up shop. :P

sector_data.xml.append

Code: Select all

<mod:findName type="sectorDescription" name="CIVILIAN_SECTOR">
   <mod-overwrite:startEvent>STORE</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="ENGI_SECTOR">
   <mod-overwrite:startEvent>STORE_ENGI</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="ENGI_HOME">
   <mod-overwrite:startEvent>STORE_ENGI</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="PIRATE_SECTOR">
   <mod-overwrite:startEvent>STORE_PIRATE</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="REBEL_SECTOR_MINIBOSS">
   <mod-overwrite:startEvent>STORE_REBEL</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="REBEL_SECTOR">
   <mod-overwrite:startEvent>STORE_REBEL</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="MANTIS_SECTOR">
   <mod-overwrite:startEvent>STORE_MANTIS</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="MANTIS_HOME">
   <mod-overwrite:startEvent>STORE_MANTIS</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="NEBULA_SECTOR">
   <mod-overwrite:startEvent>NEBULA_STORE</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="SLUG_HOME">
   <mod-overwrite:startEvent>NEBULA_STORE_SLUG</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="SLUG_SECTOR">
   <mod-overwrite:startEvent>NEBULA_STORE_SLUG</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="ZOLTAN_SECTOR">
   <mod-overwrite:startEvent>STORE_ZOLTAN</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="ZOLTAN_HOME">
   <mod-overwrite:startEvent>STORE_ZOLTAN</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="ROCK_SECTOR">
   <mod-overwrite:startEvent>STORE_ROCK</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="ROCK_HOME">
   <mod-overwrite:startEvent>STORE_ROCK</mod-overwrite:startEvent>
</mod:findName>

<mod:findName type="sectorDescription" name="LANIUS_SECTOR">
   <mod-overwrite:startEvent>STORE_LANIUS</mod-overwrite:startEvent>
</mod:findName>


----

My second idea currently requires kartoFlane's Universal Starting Beacon. It allows you to choose between a medbay and a clonebay at the start of the game. Slug B should be unaffected by this.

events.xml.append

Code: Select all

<mod:findName type="event" name="START_GAME_CHOICES">
   <mod-append:choice req="medbay" blue="false">
      <text>Give me a Clone Bay.</text>
      <event>
         <system name="clonebay"/>
      </event>
   </mod-append:choice>
   <mod-append:choice req="clonebay" blue="false">
      <text>Give me a Medbay.</text>
      <event>
         <system name="medbay"/>
      </event>
   </mod-append:choice>
   <mod-append:choice>
      <text>Continue...</text>
      <event/>
   </mod-append:choice>
</mod:findName>


----

Both of these ideas are purely advantageous to the player. Perhaps that could be a reason I don't feel like making them?
Image
Junkyard has FTL mods, mostly ships and a few other things.
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: Random Ideas

Postby stylesrj » Wed Apr 22, 2015 7:25 pm

I dunno, they both sound like great ideas. I tend to sell a whole lot of ship at the nearest store anyway so having one at the start of every beacon isn't too outrageous.

Although it could be tweaked a little bit, maybe it could happen 50% of the time or depending on the type of sector, rarely occur (make it a proper event). You think a store is going to set up at the entrance to a Rebel Sector? Wouldn't the Fleet want to "tax" them or something? Or the Rocks selling goods at a reasonable price?

I can imagine it now:
You arrive at the Rock Sector.
1) Search for a store
You search for a store but all you can find are shops selling tourist goods at high prices in order to gouge as much money as they could from foreigners.

Also that store event where you can mind control the announcer could apply at Rebel Sectors.
"Search for a store that will sell to you" and if you fail, Auto Drone.

And for the Medbay, Clone Bay Switch, would make Crystal B runs less frustrating every time I encounter an auto ship on the first jump...
User avatar
TheFallenAngel359
Posts: 111
Joined: Fri Feb 13, 2015 8:22 pm

Re: Random Ideas

Postby TheFallenAngel359 » Wed Apr 22, 2015 8:44 pm

I really like the first idea. A store appearing on the first jump would be great. However, like stylersj said, I would change it to make it have a chance to appear.
Image
User avatar
5thHorseman
Posts: 1668
Joined: Sat Mar 02, 2013 2:29 am

Re: Random Ideas

Postby 5thHorseman » Wed Apr 22, 2015 9:54 pm

I too like the idea of a first jump store, but am also concerned about balance. Maybe have a 50/50 chance (if you "search") of either getting a store or having something bad happen like losing scrap, taking damage, or losing an item from your hold? Then it'd become a tactical choice, at least a bit.

I love the clonebay/medbay choice at the start of the game. I'm trying to think of a way to make it work but I simply can't. Maybe require you to "buy" it for 10 fuel? That may be kind of harsh, but it's the only resource I can think of that every ship has :D
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: Random Ideas

Postby English Narwhal » Wed Apr 22, 2015 11:28 pm

If there were an augment that allowed you a 50% (or even 75 to 100%) chance of finding a shop at the start beacon, that would be cool.
'Hyperwave Market Transmitter' or something.
Image
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: Random Ideas

Postby stylesrj » Thu Apr 23, 2015 12:40 am

English Narwhal wrote:If there were an augment that allowed you a 50% (or even 75 to 100%) chance of finding a shop at the start beacon, that would be cool.
'Hyperwave Market Transmitter' or something.


Holy crap that should be in Captain's Edition!

Hyperwave Caster - Summons a friendly, helpful merchant who'll trade with you. Or a bunch of angry Mantis complaining about the prank calls they keep getting.
User avatar
TheFallenAngel359
Posts: 111
Joined: Fri Feb 13, 2015 8:22 pm

Re: Random Ideas

Postby TheFallenAngel359 » Thu Apr 23, 2015 6:36 am

English Narwhal wrote:If there were an augment that allowed you a 50% (or even 75 to 100%) chance of finding a shop at the start beacon, that would be cool.
'Hyperwave Market Transmitter' or something.


Well, it's relatively easy to include it as an event, as stylersj said. Just add a choice at the beginning of the sector.

stylesrj wrote:1) Search for a store
You search for a store but all you can find are shops selling tourist goods at high prices in order to gouge as much money as they could from foreigners.

Also that store event where you can mind control the announcer could apply at Rebel Sectors.
"Search for a store that will sell to you" and if you fail, Auto Drone.


It's so simple that it could easily be worked into the empty beacon choices in CE. Maybe change the option to "Look for anything interesting" or something, and include a few more events. It seems like it would fit right in.
Image
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: Random Ideas

Postby stylesrj » Thu Apr 23, 2015 8:24 am

TheFallenAngel359 wrote:It's so simple that it could easily be worked into the empty beacon choices in CE. Maybe change the option to "Look for anything interesting" or something, and include a few more events. It seems like it would fit right in.


Or it could be done via an augment that would make sense. The Hyperwave Caster could find those black markets you'd never find anywhere else. I mean your pirate license isn't going to cut it.

Or maybe it could. Maybe a Requisition Licence could allow you to find stores at start beacons, like a Bounty Hunter Database finds marks.
User avatar
NarnKar
Posts: 778
Joined: Thu Jun 19, 2014 4:24 pm

Re: Random Ideas

Postby NarnKar » Thu Apr 23, 2015 3:54 pm

The Hyperwave Caster would break a lot of the difficulty of CE-Infinite, by allowing you to spawn a store (and thus repair all of your acquired damage).

...not that I mind, necessarily, because CE infinite is a huge bitch, but.
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: Random Ideas

Postby stylesrj » Thu Apr 23, 2015 7:22 pm

NarnKar wrote:The Hyperwave Caster would break a lot of the difficulty of CE-Infinite, by allowing you to spawn a store (and thus repair all of your acquired damage).

...not that I mind, necessarily, because CE infinite is a huge bitch, but.


But a clear Start Beacon in Infinite probably only occurs 33% of the time. And my suggestion was that the Caster only summons a store 50% of the time... so you either get a store or you get attacked by Mantis or something.

So Infinite is still a bitch at that :P