Idea: Space Station Mode

General discussion about the game.
Ruger10
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Joined: Sat Sep 29, 2012 7:31 am

Re: Idea: Space Station Mode

Postby Ruger10 » Tue Oct 02, 2012 11:20 pm

Agreed, I love this idea.
KirksEchoingScream
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Joined: Tue Sep 25, 2012 10:41 pm

Re: Idea: Space Station Mode

Postby KirksEchoingScream » Wed Oct 03, 2012 12:29 am

Thanks for the support everyone! I think this is an ideal expansion, just because it doesn't require any tricky new coding. All the elements are already there.

And thinking of it further, most of the quests could probably be reused. The station can be in orbit around a federation colony and have other stations and ships in orbit, and those ca ask you for help. Most of the current multiple choice quests can probably be tweaked to still work.
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Kieve
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Re: Idea: Space Station Mode

Postby Kieve » Wed Oct 03, 2012 2:30 am

There's only one flaw in this that I can see:
Eventually the Rebel Fleet (or any adjusted equivalent) is going to catch up to you, and fundamentally change the nature of your "WAIT" encounters. As I've discovered for myself, you can knock the fleet's "advancement" line back ridiculously far, but once they've taken over a node, that's it. You can't force a retreat of the solid red-zone.

*This is only if you intend for the fleet to actually play a part at any time. Otherwise, simply adding in a <modifyPursuit amount="-2"/> to every event would effectively disable them for good, since they'd never advance.
KirksEchoingScream
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Re: Idea: Space Station Mode

Postby KirksEchoingScream » Wed Oct 03, 2012 4:02 am

Kieve wrote:There's only one flaw in this that I can see:
Eventually the Rebel Fleet (or any adjusted equivalent) is going to catch up to you, and fundamentally change the nature of your "WAIT" encounters. As I've discovered for myself, you can knock the fleet's "advancement" line back ridiculously far, but once they've taken over a node, that's it. You can't force a retreat of the solid red-zone.

*This is only if you intend for the fleet to actually play a part at any time. Otherwise, simply adding in a <modifyPursuit amount="-2"/> to every event would effectively disable them for good, since they'd never advance.


There doesn't need to be a rebel fleet advancing on you. Or even a star map at all. You'd just have the wait button to skip to the next encounter and occasionally ships would appear.
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Kieve
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Re: Idea: Space Station Mode

Postby Kieve » Wed Oct 03, 2012 4:58 am

What I'm saying is that the "Rebel Fleet" advancement is part of the game's code. Every action you take, waiting included, would cause them to approach. Without constant <modifyPursuit> tags in everything to keep them pushed back, you'd eventually be "overrun," whether or not that was the focus.
deadloser
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Joined: Sun Sep 30, 2012 2:52 pm

Re: Idea: Space Station Mode

Postby deadloser » Wed Oct 03, 2012 3:06 pm

Sounds like a great idea, FTL does need a endless mood, why not add a little bit of twist into it and make it space station?
Kestral B
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Re: Idea: Space Station Mode

Postby Kestral B » Wed Oct 03, 2012 3:43 pm

Nice! This is one of the best ideas I've seen in that it is both thematically interesting and totally achievable even with just modding. I really think this would be worth it for the Devs to pick up and do themselves though (especially if they can out-source the writing to keep themselves more free for coding).
KirksEchoingScream
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Re: Idea: Space Station Mode

Postby KirksEchoingScream » Wed Oct 03, 2012 6:47 pm

Kestral B wrote:Nice! This is one of the best ideas I've seen in that it is both thematically interesting and totally achievable even with just modding. I really think this would be worth it for the Devs to pick up and do themselves though (especially if they can out-source the writing to keep themselves more free for coding).


I think the coding itself could be done in a very short period of time as barely anything needs to be changed. Writing original quests may take longer.
TheMadnils
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Re: Idea: Space Station Mode

Postby TheMadnils » Fri Oct 26, 2012 9:21 pm

I just had an idea for the spacestationthing. After defeating the flagship, you start commanding the federation fleet, fighting back the rebels, you first take control on 20 or so federation ships, wich operate automaticly, but can be upgradet and strategicly placed. Then you take control of your own ship, slowly maxing it out. The goal of the missin is to regain control over the hangar that contains all the powerful ships. After reclaiming the hangar, it is spacestaition mode. The hangar itself is powerful but nearly immobile, so you got to defend it. You can produce up to 20 weak federation ships to fight the rebels and also control 4 powerful ships, the A and B layouts ofe the Kestrel and the Federation cruiser. Th
TheMadnils
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Re: Idea: Space Station Mode

Postby TheMadnils » Fri Oct 26, 2012 9:36 pm

These ships cannot die, but take long to get repaired, so you should be careful with them. After fighting off the rebel army, you send out two ships, for example the rockships, to get help from the rocks, you fight like in a new game, but with two ships, fulfilling certain tasks to make the rockmen help you, this gets interrupte with basedefensemissions from time to time. After completing the task, the base gains a new ability, maybe rock plating and 4 missilesystems, the base will never be strong, because you can only catch a certain amount of rebel ships before reaching it, and you will have to fight like 5 of them simultaniousley. Repeat the system gathering process 6 more times and then engage in the real final battle with their last stand, at that point, you will controll 18 mighty ships, your slow moving base, the assistent ships are still uncontrollable and only used to weaken the enemy. you should get 10 bossfights wit evry shiptype one and the final one with your base against their new mothership. to make this possible, their has to be a checkpointsystem, evry time you screw up, the game resetts the savedata to a checkpoint, the first one should be after you beat the mothership.