I don't know if Shine plans to implement a crew system anymore. They keep saying "we have no plans for crew in the near future". They may have found it too hard to implement and dropped the idea.
But while we all wait for the "near future" to pass, why can't shine implement some placeholder features just to give our interiors some life ? We (and even shine) have built so many ships and stations with beautiful interiors, it's painfull to know that they have no practical function and actualy hurt the performance of the build.
These are some placeholder ideas I think would be performance friendly and easier to implemnt than full-blown AI crew.
Place holder crew features:
> Dave spawner
This block is more for asthetics, it would simply spawn a Dave to wander around in one place. If he falls through the floor and out into space, the block will simply respawn him. No more lossing crew just by moving too fast.
I'm not sure about patrolling the ship, but atleast he can make the hallways and lobbies seem more alive.
> Crew as a "resoarce point"
To simplify things, crew should be treated as resource points. The actual Dave model should only be an asthetic representation. The ship should have a block (or just a menue) that stores "crewmen" points, then the Dave spawners and command chairs can pull points from the store and display a Dave.
This would make transfering crew between ships simpler as "crewmen points" could be litteraly transfered though the docker like storage is. No need for Daves to pathfind their way through airlocks and open their own doors.
> Placeholder quarters system
If shine ever does implement a quarters system and it becomes mandatory for a competitive ship, alot of us (especially PVPers) will be rebuilding our ships yet again. Shine should implement something, even if it's just blobs of non-physical blocks that buff ships somehow.
Future crew features:
> Crew on rails
If crew absolutly have to be physical entities, they should be on rails. This way there is no pathfinding, colision checks or random falling through the floor.
There could be a non-physical rail block that crew clamp on to by their hips (their legs will be inside the block). They could freely slide forward and backward on the rail and will have to do some pathfinding to find the shortest rail-path to their distination. Alternatively, the rail could be one-way, crew acting like a docked entity, and you would just have to build rails going both directions.
> Abduction/bording
I'd like to be able to abduct crew by shooting a beam at the crew rail or crew storage. Crew would have to be significent enough to abduct though. I'm not sure how Shine had boarding planed but I'm guessing there would be a boarding beam you shoot at the enemy ship's teleporter.
Here's a dumb idea I just got. You could board an enemy ship, shoot the crew down to a certain health, and then suck them into a small handheld ball (poke-ball). It could even look like a miniturized ship core :D
Opinions? Schema plz?
But while we all wait for the "near future" to pass, why can't shine implement some placeholder features just to give our interiors some life ? We (and even shine) have built so many ships and stations with beautiful interiors, it's painfull to know that they have no practical function and actualy hurt the performance of the build.
These are some placeholder ideas I think would be performance friendly and easier to implemnt than full-blown AI crew.
Place holder crew features:
> Dave spawner
This block is more for asthetics, it would simply spawn a Dave to wander around in one place. If he falls through the floor and out into space, the block will simply respawn him. No more lossing crew just by moving too fast.
I'm not sure about patrolling the ship, but atleast he can make the hallways and lobbies seem more alive.
> Crew as a "resoarce point"
To simplify things, crew should be treated as resource points. The actual Dave model should only be an asthetic representation. The ship should have a block (or just a menue) that stores "crewmen" points, then the Dave spawners and command chairs can pull points from the store and display a Dave.
This would make transfering crew between ships simpler as "crewmen points" could be litteraly transfered though the docker like storage is. No need for Daves to pathfind their way through airlocks and open their own doors.
> Placeholder quarters system
If shine ever does implement a quarters system and it becomes mandatory for a competitive ship, alot of us (especially PVPers) will be rebuilding our ships yet again. Shine should implement something, even if it's just blobs of non-physical blocks that buff ships somehow.
Future crew features:
> Crew on rails
If crew absolutly have to be physical entities, they should be on rails. This way there is no pathfinding, colision checks or random falling through the floor.
There could be a non-physical rail block that crew clamp on to by their hips (their legs will be inside the block). They could freely slide forward and backward on the rail and will have to do some pathfinding to find the shortest rail-path to their distination. Alternatively, the rail could be one-way, crew acting like a docked entity, and you would just have to build rails going both directions.
> Abduction/bording
I'd like to be able to abduct crew by shooting a beam at the crew rail or crew storage. Crew would have to be significent enough to abduct though. I'm not sure how Shine had boarding planed but I'm guessing there would be a boarding beam you shoot at the enemy ship's teleporter.
Here's a dumb idea I just got. You could board an enemy ship, shoot the crew down to a certain health, and then suck them into a small handheld ball (poke-ball). It could even look like a miniturized ship core :D
Opinions? Schema plz?
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