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The basic idea is ROOM blocks.
(This is a blend of ideas between myself, fire219, Dark-life, Urdnot_Wrex and TestamentSeven7.)
DECOR:
A room block projects a 3x3x3 space like a dock block. The space can be made bigger by using room extenders.
1: Assign an NPC to that space. One per NPC per ROOM bock.
2: Their MORALE goes up while there. Each NPC has a set of things they like.
3: Speedy recovery of the NPC's MORALE can be influance by items they like existing in that space.
4: NPCs interact with the items. EG: Play game on computer console, trim leaves on flowers etc.
The happier NPCs are the better the buff they give your ship. What makes them happy and what buff they provide depends on the character's job and preference.
Let's say you have three medics.
1: one might like computers, place a decorative PC terminal to boost MORALE regen
2: another might like flowers, place a flower to boost MORALE regen
3: and the last might like guns, place a gun locker for MORALE regen
Each Medic has two effects. No matter their MORALE they will heal HP of NPCs and players when directed. When their MORALE is at the highest all characters onboard with affinity to the ship (IE Assigned) get a Boost to their HP bar. In addition high MORALE medics will seek out and heal injured NPCs and player automatically. To get full access to the max boost you only need one Medic but having more stacks the MORALE and allows you to go longer without having it regenerated.
Once their MORALE is full they leave the area and their MORALE will slowly deplete.
1: When the total Medic (or any other buff class) MORALE goes below a certain threshold one (the lowest) will take a break to regen before the buff is lost.
2: It is possible to make public rooms using the same block and assigning it to open then place items there. If moral is low they can take a break, stop at the open area and recharge a bit.
3: If they need a faster boost you can let them go to their room instead.
4: Making private rooms bigger with extenders or some sort of flag you can set on the block would allow more things the NPC likes to be added making the recharge rate even faster.
5: There could be a large area dedicated to a cafe/bar/game room/pool where everyone recharges quickly provided it is decorated correctly for the specific crew.
CREW:
NPC classes and how they might affect ship and crewer buffs
MEDIC: improve healing time and also provide a buff for crew HP.
ENGINEER: increase reactor e/sec and repair damaged tanks and reactors.
TECHNICIAN: increase weapon efficiency and repair damaged weapons.
SOLDIER: decrease the odds of a boarding party successfully getting into a vessel and attack intruders.
PILOT: increase ship's maneuverability and control fighters/support craft during mission.
More NPC types can be added to the list. Gunners, Officers, Civilians, Mechanics and so on could all provide their own buffs. Having more doesn't provide a bigger buff just a longer lasting one.
This would create a need to decorate in order to keep the crew moral high. With low or no moral the buffs are reduced and eventually disappear. If you have no way to recharge your MORALE try docking with a station and allowing the crew off the ship to seek out MORALE boosts from the station's open facilities. The station might charge you fees for docking and using their stuff but if you don't like interior decor you can get the same buffs with just a bit of effort. Then teleport everyone back aboard and go explore.
LIFE SUPPORT:
1: HP might deplete unless in a computer or shipcore.
2: Add room blocks to corridors and work areas to stop the HP loss. No decor needed.
3: Allow the NPC or player to heal themselves over time.
The room boundaries can be next to one another with no partition so converting a large unused bay to make a series of small bunks and treating each area as a room has the same effect. (The bunks aren't even needed.) You can also line bays and corridors with room blocks in case you can't find extenders. This would allow NPCs to stay healed and regen MORALE if their liked items exist in that space and it is set to open. The MORALE regen would be slower though.
(This is a blend of ideas between myself, fire219, Dark-life, Urdnot_Wrex and TestamentSeven7.)
DECOR:
A room block projects a 3x3x3 space like a dock block. The space can be made bigger by using room extenders.
1: Assign an NPC to that space. One per NPC per ROOM bock.
2: Their MORALE goes up while there. Each NPC has a set of things they like.
3: Speedy recovery of the NPC's MORALE can be influance by items they like existing in that space.
4: NPCs interact with the items. EG: Play game on computer console, trim leaves on flowers etc.
The happier NPCs are the better the buff they give your ship. What makes them happy and what buff they provide depends on the character's job and preference.
Let's say you have three medics.
1: one might like computers, place a decorative PC terminal to boost MORALE regen
2: another might like flowers, place a flower to boost MORALE regen
3: and the last might like guns, place a gun locker for MORALE regen
Each Medic has two effects. No matter their MORALE they will heal HP of NPCs and players when directed. When their MORALE is at the highest all characters onboard with affinity to the ship (IE Assigned) get a Boost to their HP bar. In addition high MORALE medics will seek out and heal injured NPCs and player automatically. To get full access to the max boost you only need one Medic but having more stacks the MORALE and allows you to go longer without having it regenerated.
Once their MORALE is full they leave the area and their MORALE will slowly deplete.
1: When the total Medic (or any other buff class) MORALE goes below a certain threshold one (the lowest) will take a break to regen before the buff is lost.
2: It is possible to make public rooms using the same block and assigning it to open then place items there. If moral is low they can take a break, stop at the open area and recharge a bit.
3: If they need a faster boost you can let them go to their room instead.
4: Making private rooms bigger with extenders or some sort of flag you can set on the block would allow more things the NPC likes to be added making the recharge rate even faster.
5: There could be a large area dedicated to a cafe/bar/game room/pool where everyone recharges quickly provided it is decorated correctly for the specific crew.
CREW:
NPC classes and how they might affect ship and crewer buffs
MEDIC: improve healing time and also provide a buff for crew HP.
ENGINEER: increase reactor e/sec and repair damaged tanks and reactors.
TECHNICIAN: increase weapon efficiency and repair damaged weapons.
SOLDIER: decrease the odds of a boarding party successfully getting into a vessel and attack intruders.
PILOT: increase ship's maneuverability and control fighters/support craft during mission.
More NPC types can be added to the list. Gunners, Officers, Civilians, Mechanics and so on could all provide their own buffs. Having more doesn't provide a bigger buff just a longer lasting one.
This would create a need to decorate in order to keep the crew moral high. With low or no moral the buffs are reduced and eventually disappear. If you have no way to recharge your MORALE try docking with a station and allowing the crew off the ship to seek out MORALE boosts from the station's open facilities. The station might charge you fees for docking and using their stuff but if you don't like interior decor you can get the same buffs with just a bit of effort. Then teleport everyone back aboard and go explore.
LIFE SUPPORT:
1: HP might deplete unless in a computer or shipcore.
2: Add room blocks to corridors and work areas to stop the HP loss. No decor needed.
3: Allow the NPC or player to heal themselves over time.
The room boundaries can be next to one another with no partition so converting a large unused bay to make a series of small bunks and treating each area as a room has the same effect. (The bunks aren't even needed.) You can also line bays and corridors with room blocks in case you can't find extenders. This would allow NPCs to stay healed and regen MORALE if their liked items exist in that space and it is set to open. The MORALE regen would be slower though.
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