~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Though I originally posted this as a (rather lengthy) comment to a thread started by testkil (Link: http://starmadedock.net/threads/3d-map-improvements.353/#post-3374) a few days ago, I figured it was long and detailed, and original enough to post as its own thread (also I spent many hours on it and (seemingly) no one had viewed it).
Also, sorry this is so long, I didn't anticipate having this much to say when I first started this "comment." I added some pictures towards the end, if you wanna maybe wanna look at those to see if you're interested in reading the whole thing first (or not, up to you). I also added in some headings to chop it up into smaller bits and make it more readable.
(BTW the ideas I'm presenting here are somewhat a mash-up of original ideas and combinations of really good ideas I've heard for the map in other posts (on the old site). So if it sounds like I might have "borrowed" someone else's idea, it might be because I did :D)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actual Ideas Start HERE:
I think it would be really cool if the game had a "map block" of sorts.
This "map block" could maybe act as a central database or something for your ship's knowledge about where stuff is in the universe (which would be used to display things when using the map function on/in you're ship).
As the map does now, the "map block" would collect information as you traveled along in your space ship (unless perhaps you turned data collection off (maybe you could do that)) and store it in its internal database.
...Upload and Download Collected Information....
Perhaps you could "upload" and "download" information you've collected on your ships map block onto like a faction map block (same block, just one kept in a safe place by your faction for storing important whereabouts and locations of fleets, ships, and (perhaps) cool natural phenomena). This could make it important for a faction to have a homebase as it would be able to best protect their map block (containing all of their important knowledge of the universe) from being destroyed (which would be bad). After all, whats the fun in exploring the universe if you can't ever find anything again?
...A System for Setting-Up Sensor Arrays (To Collect Information)...
Perhaps also (to make it more customizable), this "map block" could function as a computer for attaching "sensor blocks" or (something like that) to. A ship with no map block or no sensor blocks attached to its "map block" would not collect data of nearby entities (unless entered manually). Depending on how you set up your "sensor array" you could have certain benefits in one of the 2 main areas of sensory detection. These (areas) being:
However, I was also thinking that there could be multiple types of "sensor blocks" that could be attached to your "map block." Different types of "sensor blocks" would be better at some aspects of detecting stuff than others. For example a "radar block" might be really good at getting results quickly (instantaneous results), but then it might be more difficult to set up an accurate (as in "correct readings") array the larger the range (of the sensor array) is. Whereas a "Subspace Scanner Block" might take a few seconds (I'm thinkin like 3-30 (seconds) depending on the range) to get results but setting up accurate arrays with longer ranges would be both easier, and take up less space. With this system you would also be able to have multiple types of sensor blocks/arrays connected to one map block.
...Dedicating Arrays: Long-Range vs. Short-Range Sensors...
[ I'm thinkin' when you hook up "sensor blocks" to the "map block," you would pick whether you want each array (group) to go to the Long-Range Sensor Array or the Short-Range Sensor Array. Attaching things to the SRS will allow you to see it in your HUD (where the radar is now), but if you attach your arrays to the LRS then they will get an increased range (because now they're solely focused on far away things and aren't worrying about closer-up stuff) while maintaining their current accuracy level (aka accuracy will not be negatively affected by the increase in range (as it normally would).
This Could Bring About More Specialized Ships...:
Example I thought up:
Perhaps you want to know what the enemy has got over there at his base, but its protected by sectors upon sectors of his "airspace." With this system, you could set up a "fly-by" scout ship that is both fast and has an extensive radar-based (that means it detects stuff much faster) long-range sensor array (one that was accurate but at the cost of a lot of space on the ship (limiting the ship to just scouting capabilities)), and use it to fly (quickly) through their "airspace" (hopefully avoiding fire), to get just close enough for the Long-Range Sensors to pick up everything guarding their base, then fly back out (as fast as you can) back to safety. So long as your ship's "map block" survives you will have crucially valuable information on their base and its defenses that you can upload to your faction's map block. But only if the "map block" survives.
Long-Range, Space-Cruise Missiles:
With this new "master-slave" weapons system coming out, I had the thought that maybe this "map block" could be part of the new system (just maybe), and you could attach things to it (like missiles for example), and they would become "Long-Range, Space-Cruise Missiles" and you could use your map block to select a far away target to shoot (like really far away). If your long-range, space-cruise missile array (let's call it an LRSCM from now on) has the range then your enemies (or friends (if your that kinda guy)) are gunna have a fun surprise in store for them :D. Perhaps LRSCM's could be shot down. hmmm... Also (due to the distance) it may take a while for the LRSCM's to reach their targets (but they will still travel at a reasonable speed (no 5-25 kph space-cruise missiles (cuz that's totally lame )
..."Station Blocks" (For Your Resident Science Officer)..
-Perhaps there could also be certain "station-blocks" (as in you're manning that "station") that could be connected to the "map block" and could be manned by crew members to monitor these specific functions of the "map block" (i.e. You attach an "LRS Station Block" to your "map block", place it somewhere on the bridge, and then Crewman Daniels over there can stand next to it and tell you if he sees any blips). It would consist of a GUI that would show you what the ship's LRS is picking up, perhaps only taking up half the screen, while allowing the crewmember to look around while he's at the station. But he would have to stay put (he couldn't roam the ship)))
Artist's impression of what a Dave at a "station block" might look like:
Concept "half-HUD" for the "station block." This is what players using the "station blocks" would see. This one in particular would be for a "Long-Range Sensors Station Block." I personally think this would be really cool.
Also, I forgot to incorporate a 3-D element into the above image, but the real thing would have some kind of 3-D element to it.
Having this in the game would also make exploring fun, and useful (as of right now, it's not much of either). You could also potentially "sell" information with this set-up.
Anyway,
yeah.. Do you guys think this should be introduced as a system into the game (roughly)?
Keep in mind this is still just a "rough concept." I thought this up as I typed along. I also didn't decide on any specific mechanic/calculation for determining how certain sensor array set-ups will benefit your sensors in certain ways more than others. So if you guys have any suggestions for that, I would love to hear them.
Any other suggestions for making this "hypothetical system" better in any/every way I would much appreciate.
Hoping maybe someday we have something like this in the game,
-Prep :D
Though I originally posted this as a (rather lengthy) comment to a thread started by testkil (Link: http://starmadedock.net/threads/3d-map-improvements.353/#post-3374) a few days ago, I figured it was long and detailed, and original enough to post as its own thread (also I spent many hours on it and (seemingly) no one had viewed it).
Also, sorry this is so long, I didn't anticipate having this much to say when I first started this "comment." I added some pictures towards the end, if you wanna maybe wanna look at those to see if you're interested in reading the whole thing first (or not, up to you). I also added in some headings to chop it up into smaller bits and make it more readable.
(BTW the ideas I'm presenting here are somewhat a mash-up of original ideas and combinations of really good ideas I've heard for the map in other posts (on the old site). So if it sounds like I might have "borrowed" someone else's idea, it might be because I did :D)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actual Ideas Start HERE:
I think it would be really cool if the game had a "map block" of sorts.
This "map block" could maybe act as a central database or something for your ship's knowledge about where stuff is in the universe (which would be used to display things when using the map function on/in you're ship).
As the map does now, the "map block" would collect information as you traveled along in your space ship (unless perhaps you turned data collection off (maybe you could do that)) and store it in its internal database.
...Upload and Download Collected Information....
Perhaps you could "upload" and "download" information you've collected on your ships map block onto like a faction map block (same block, just one kept in a safe place by your faction for storing important whereabouts and locations of fleets, ships, and (perhaps) cool natural phenomena). This could make it important for a faction to have a homebase as it would be able to best protect their map block (containing all of their important knowledge of the universe) from being destroyed (which would be bad). After all, whats the fun in exploring the universe if you can't ever find anything again?
...A System for Setting-Up Sensor Arrays (To Collect Information)...
Perhaps also (to make it more customizable), this "map block" could function as a computer for attaching "sensor blocks" or (something like that) to. A ship with no map block or no sensor blocks attached to its "map block" would not collect data of nearby entities (unless entered manually). Depending on how you set up your "sensor array" you could have certain benefits in one of the 2 main areas of sensory detection. These (areas) being:
- Long-Range Sensors (or L.R.S.): This would be like what you see on Star Trek when they say, "We've picked up an M-class planet on long-range sensors." You would be able to detect things like stations, planets, and ships from reasonably farther out than you can now. However, detection of a ship would depend on the size and make-up of the (target) ship (i.e. if it's cloaked/jammed, or if it's moving). I'm thinking certain things would send up stronger or fainter "red flags" to your ship's Long-Range Sensors (the stronger the "flags," the more likely the (target) ship will be detected). The strength of your L.R.S. array and the (target-) ship's proximity to the edge of your sensor range would/could determine whether or not it is picked up, and if it is picked up, how accurate the data collected is. As things got closer to the edge of your LRS range they would become more likely to elude your sensors or be detected but with faulty information.
- Short-Range Sensors (or S.R.S.): This would be like that little box we have up in the corner of our screens now (that I at least always forget is there), but now, depending on how well you set up your "sensor array" it would detect/see a larger (or smaller) area around your ship. Perhaps it could also possibly detect missiles and display them in green, red, or stale-blue, depending on who fired them. Perhaps (if your S.R.S. is strong enough), it could even display what kind of missile they are by using an inside color indicating the type of missile, and an outlining color indicating the "team" of the missile, (the Radar thing in the corner may need to be made a wee bit bigger). These "Short-Range Sensors" would be available to all crewmembers currently manning a station on the ship (i.e. the guy in the weapons comp, the guy in the missile comp, the guys in the turrets, not the guy(s) takin' a nap in his(/their) quarters). Also, these new "Short-Range Sensors" would not pick up cloaked or jammed ships anymore (because that's rather dumb that they do that currently).
However, I was also thinking that there could be multiple types of "sensor blocks" that could be attached to your "map block." Different types of "sensor blocks" would be better at some aspects of detecting stuff than others. For example a "radar block" might be really good at getting results quickly (instantaneous results), but then it might be more difficult to set up an accurate (as in "correct readings") array the larger the range (of the sensor array) is. Whereas a "Subspace Scanner Block" might take a few seconds (I'm thinkin like 3-30 (seconds) depending on the range) to get results but setting up accurate arrays with longer ranges would be both easier, and take up less space. With this system you would also be able to have multiple types of sensor blocks/arrays connected to one map block.
...Dedicating Arrays: Long-Range vs. Short-Range Sensors...
[ I'm thinkin' when you hook up "sensor blocks" to the "map block," you would pick whether you want each array (group) to go to the Long-Range Sensor Array or the Short-Range Sensor Array. Attaching things to the SRS will allow you to see it in your HUD (where the radar is now), but if you attach your arrays to the LRS then they will get an increased range (because now they're solely focused on far away things and aren't worrying about closer-up stuff) while maintaining their current accuracy level (aka accuracy will not be negatively affected by the increase in range (as it normally would).
This Could Bring About More Specialized Ships...:
Example I thought up:
Perhaps you want to know what the enemy has got over there at his base, but its protected by sectors upon sectors of his "airspace." With this system, you could set up a "fly-by" scout ship that is both fast and has an extensive radar-based (that means it detects stuff much faster) long-range sensor array (one that was accurate but at the cost of a lot of space on the ship (limiting the ship to just scouting capabilities)), and use it to fly (quickly) through their "airspace" (hopefully avoiding fire), to get just close enough for the Long-Range Sensors to pick up everything guarding their base, then fly back out (as fast as you can) back to safety. So long as your ship's "map block" survives you will have crucially valuable information on their base and its defenses that you can upload to your faction's map block. But only if the "map block" survives.
Long-Range, Space-Cruise Missiles:
With this new "master-slave" weapons system coming out, I had the thought that maybe this "map block" could be part of the new system (just maybe), and you could attach things to it (like missiles for example), and they would become "Long-Range, Space-Cruise Missiles" and you could use your map block to select a far away target to shoot (like really far away). If your long-range, space-cruise missile array (let's call it an LRSCM from now on) has the range then your enemies (or friends (if your that kinda guy)) are gunna have a fun surprise in store for them :D. Perhaps LRSCM's could be shot down. hmmm... Also (due to the distance) it may take a while for the LRSCM's to reach their targets (but they will still travel at a reasonable speed (no 5-25 kph space-cruise missiles (cuz that's totally lame )
..."Station Blocks" (For Your Resident Science Officer)..
-Perhaps there could also be certain "station-blocks" (as in you're manning that "station") that could be connected to the "map block" and could be manned by crew members to monitor these specific functions of the "map block" (i.e. You attach an "LRS Station Block" to your "map block", place it somewhere on the bridge, and then Crewman Daniels over there can stand next to it and tell you if he sees any blips). It would consist of a GUI that would show you what the ship's LRS is picking up, perhaps only taking up half the screen, while allowing the crewmember to look around while he's at the station. But he would have to stay put (he couldn't roam the ship)))
Artist's impression of what a Dave at a "station block" might look like:
Concept "half-HUD" for the "station block." This is what players using the "station blocks" would see. This one in particular would be for a "Long-Range Sensors Station Block." I personally think this would be really cool.
Also, I forgot to incorporate a 3-D element into the above image, but the real thing would have some kind of 3-D element to it.
Having this in the game would also make exploring fun, and useful (as of right now, it's not much of either). You could also potentially "sell" information with this set-up.
Anyway,
yeah.. Do you guys think this should be introduced as a system into the game (roughly)?
Keep in mind this is still just a "rough concept." I thought this up as I typed along. I also didn't decide on any specific mechanic/calculation for determining how certain sensor array set-ups will benefit your sensors in certain ways more than others. So if you guys have any suggestions for that, I would love to hear them.
Any other suggestions for making this "hypothetical system" better in any/every way I would much appreciate.
Hoping maybe someday we have something like this in the game,
-Prep :D