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  #1  
Old January 22nd, 2002, 06:39 PM
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Default Re: Role Playing Mod

quote:
Originally posted by Val:
You'd also have to let a player know when you destroy a sat relay so they know comm has been cut.

They would get a combat report when the sat was destroyed.
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Old January 22nd, 2002, 06:50 PM

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Default Re: Role Playing Mod

Geo:

Nice idea about the additional "Ref" race!
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  #3  
Old January 22nd, 2002, 07:52 PM
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Default Re: Role Playing Mod

quote:
You'd also have to let a player know when you destroy a sat relay so they know comm has been cut.
We can assume that FTL comms, while Heavy and Big, can reach anywhere in the game in a point-to-point mode. (Omnidirectional FTL comms would mean everybody should have already made contact)
We can allso assume that any colony (populated or not(eg. killed off by plague)) will have automatic LS 2 FTL repeaters, directing the comm to the ruler (you).
That way, you only have to look at each system individually. If your ship has FTL comms, no problem. If your ship only has LS comms, a planet or a ship with dual comms can act as a relay. Fleets can deliver orders amongst their members without comms.
quote:
I might suggest the FTL comm must be on a warp point to function, but make it small enough to fit on a sattelite. Then you would have comm bouy's on each warp point out to the frontier.
Problem is, warppoints are heavily travelled, and those buoys will be cleaned out pretty darn fast. However, it would be entirely reasonable that the buoys use conventional sublight comms beamed through warppoints.

What if a buoy anywhere in the system beams a high-power signal straight at the warppoint. All that power goes through, and spreads out omnidirectionally after that.
Then, you could place buoys anywhere in a system and have them work (one per system required to propagate the signal), and your planets would be able to act as relays as well.

I suppose the real FTL comms would require levels in warppoint manipulation, and generate a tiny warppoint to send the data through...
quote:
Oh man! Have an extra race in the game controlled by a referee make the leader units and then give them to the players. That way they can't make them themselves and there is more control over it.
Yes! If the referee distributes scanner ships throughout the galaxy, there can be a rule that the leader of each race must "meet" (be seen) by a referee to continue the game. If any leader does not show up, that player "dies", and their race is turned over to AI control. It might still be possible for the player to win, but without the human leadership, its not likely

quote:
I wouldn't say no order changes though. You need to give the ships captain/fleet admiral some leeway.
Right. No Strategic Orders from high command, but somebody will have to give the local orders. (Perhaps a friend or sibling or child or parent would be appropriate ?)

Additionally, be sure to follow the chain of communication to your leader. If the leader is drifting in a damaged ship with no comms, all your forces are on their own
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Old January 22nd, 2002, 08:19 PM
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Default Re: Role Playing Mod

quote:
Originally posted by suicide_junkie:
Right. No Strategic Orders from high command, but somebody will have to give the local orders. (Perhaps a friend or sibling or child or parent would be appropriate ?)



Hehehe. "Come here Johnny. I need you to control Beta fleet."

Actually what I had in mind is the player would still control the ships, but with a different Role Play "hat" on. You would have to put yourself in the the shoes of the admiral or captain and decide what you would do in that situation without recent knowledge of events outside your system. If your orders were to proceed to the Cewandi system, you would continue on that course unless an enemy fleet appeared in the same system you are in. But if the enemy was attacking colonies in the systems behind you, you would not get to go back and defend them unless you had a FTL comm or were in range of another colony.
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Old January 22nd, 2002, 08:30 PM
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Default Re: Role Playing Mod

Lol. I guess the smiley wasn't winking clearly enough.
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Old January 22nd, 2002, 08:32 PM
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Default Re: Role Playing Mod

Doh! Is that what that meant? I thought you had a nervous twitch. I wasn't going to bring it up.
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Old January 23rd, 2002, 12:54 AM

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Default Re: Role Playing Mod

Since we have a large number of ideas now, we can start editing the components file so we can make an RP Mod. Some of this probably could become part of the UM, too. All we need is graphics.
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