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Do you think that Space Hulks should be added?
Yes
57%
 57% [ 20 ]
No
9%
 9% [ 3 ]
Maybe so
11%
 11% [ 4 ]
Yes but -blank- (comment on what your idea for them is)
9%
 9% [ 3 ]
JUST THAT ONE RANDOM ANSWER, BECAUSE IT'S IMPORTANT. SO IMPORTANT THAT THIS IS WRITTEN IN ALL CAPS. THAT"S REALLY IMPORTANT.
14%
 14% [ 5 ]
Total Votes : 35
 

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PostSubject: Space Hulks   Tue Aug 21, 2012 7:42 pm

In the science ships thread, the idea of salvaging was brought up, and I started wondering about how hulks, and by extension, space hulks, will work, or if they will even be added to Futurecraft. The difference between the two, if you don't know, is hulks are derelict remnants of ships destroyed in battle, and space hulks are huge conglomerations of old ship hulks and other kinds of space debris, so they are very valuable because they can hold engine and weapon technology from other factions ships, or even unrefined materials from asteroids. I think they should be added, and maybe they could sometimes have aliens and the like hiding on board. Does this sound good to you guys?


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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 8:07 pm

Randomly generated and rare conglomerations of destroyed vessels that may or may not contain useful stuff sounds like a good idea. Dunno about Aliens though, maybe just Stragglers, NPC humans in spacesuits that have gone mad from isolation and attack anything on sight.
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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 8:13 pm

I think they should just be empty
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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 8:18 pm

Tiel's idea sounds good, and also maybe the could be outfitted with engines to move them to places where they would be easier to salvage?
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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 8:21 pm

Added a poll.
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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 8:22 pm

You forgot the random answer.

EDIT: Fixed.

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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 8:31 pm

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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 8:50 pm

Derelict ships.

They should be very, very, very, VERY mysterious. And they should be encountered in such a way that it makes it more mysterious. As in, in the fringe edge of the system, barely in comm range with command, and very dark.

Example ship 1.

You are scouting the fringe edge of the system, marking important areas for mining ad colonization, in a small scout ship. Sensors pick up an unidentified reading near your position and you investigate. When you pull up to it, several systems begin to scramble, leaving energy weaponry completely useless, sensors nonfunctional, and autopilot gone. Communication is still possible, barely. Guidance, Navigation, Targeting, all out. This is due to the derelict's reactor, which has destabilized and created a high-intensity magnetic and electromagnetic field around the ship. This leaves you with options. Either take a risk and explore the wreck with outdated ballistic weaponry such as those found today, destroy the wreck... somehow, when the EM field has disabled electrical weaponry systems, or leave, never finding the wreck again. This is because navigation is offline, and the coordinates of the derelict is lost.

When you board the ship, all atmosphere is completely gone. Lighting is dark and red, emergency lights, if they still work. Mobile light sources are a must. Some functions remain, such as some doors, damage control, gravity, but the core is too unstable to provide further power. You explore the ship. Stuff happens. You may encounter creepers, an enemy long since forgotten. Zombies, very powerful, may roam the airless hallways. Some old crewmen, gone mad from isolation, may attack you relentlessly, even to their death. Power Relays may spark and explode. When you deactivate the reactor, the EM field disappears, along with any hazards and mobs. As well, all systems on the ship shut off. Any doors left open stay open, all doors left closed stay so. You may be locked in, warranting the use of explosives. Once you get back to ship, you tow it via tractor beam to station, replace core, fix damage, ect ect.

Thoughts?
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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 8:55 pm

Fenway wrote:
Derelict ships.

They should be very, very, very, VERY mysterious. And they should be encountered in such a way that it makes it more mysterious. As in, in the fringe edge of the system, barely in comm range with command, and very dark.

Example ship 1.

You are scouting the fringe edge of the system, marking important areas for mining ad colonization, in a small scout ship. Sensors pick up an unidentified reading near your position and you investigate. When you pull up to it, several systems begin to scramble, leaving energy weaponry completely useless, sensors nonfunctional, and autopilot gone. Communication is still possible, barely. Guidance, Navigation, Targeting, all out. This is due to the derelict's reactor, which has destabilized and created a high-intensity magnetic and electromagnetic field around the ship. This leaves you with options. Either take a risk and explore the wreck with outdated ballistic weaponry such as those found today, destroy the wreck... somehow, when the EM field has disabled electrical weaponry systems, or leave, never finding the wreck again. This is because navigation is offline, and the coordinates of the derelict is lost.

When you board the ship, all atmosphere is completely gone. Lighting is dark and red, emergency lights, if they still work. Mobile light sources are a must. Some functions remain, such as some doors, damage control, gravity, but the core is too unstable to provide further power. You explore the ship. Stuff happens. You may encounter creepers, an enemy long since forgotten. Zombies, very powerful, may roam the airless hallways. Some old crewmen, gone mad from isolation, may attack you relentlessly, even to their death. Power Relays may spark and explode. When you deactivate the reactor, the EM field disappears, along with any hazards and mobs. As well, all systems on the ship shut off. Any doors left open stay open, all doors left closed stay so. You may be locked in, warranting the use of explosives. Once you get back to ship, you tow it via tractor beam to station, replace core, fix damage, ect ect.

Thoughts?

This would add a nice horror aspect to the mod, sounds epic.
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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 9:21 pm

Fenway wrote:
Derelict ships.

They should be very, very, very, VERY mysterious. And they should be encountered in such a way that it makes it more mysterious. As in, in the fringe edge of the system, barely in comm range with command, and very dark.

Example ship 1.

You are scouting the fringe edge of the system, marking important areas for mining ad colonization, in a small scout ship. Sensors pick up an unidentified reading near your position and you investigate. When you pull up to it, several systems begin to scramble, leaving energy weaponry completely useless, sensors nonfunctional, and autopilot gone. Communication is still possible, barely. Guidance, Navigation, Targeting, all out. This is due to the derelict's reactor, which has destabilized and created a high-intensity magnetic and electromagnetic field around the ship. This leaves you with options. Either take a risk and explore the wreck with outdated ballistic weaponry such as those found today, destroy the wreck... somehow, when the EM field has disabled electrical weaponry systems, or leave, never finding the wreck again. This is because navigation is offline, and the coordinates of the derelict is lost.

When you board the ship, all atmosphere is completely gone. Lighting is dark and red, emergency lights, if they still work. Mobile light sources are a must. Some functions remain, such as some doors, damage control, gravity, but the core is too unstable to provide further power. You explore the ship. Stuff happens. You may encounter creepers, an enemy long since forgotten. Zombies, very powerful, may roam the airless hallways. Some old crewmen, gone mad from isolation, may attack you relentlessly, even to their death. Power Relays may spark and explode. When you deactivate the reactor, the EM field disappears, along with any hazards and mobs. As well, all systems on the ship shut off. Any doors left open stay open, all doors left closed stay so. You may be locked in, warranting the use of explosives. Once you get back to ship, you tow it via tractor beam to station, replace core, fix damage, ect ect.

Thoughts?


That sounds freaking epic!
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PostSubject: Re: Space Hulks   Tue Aug 21, 2012 10:57 pm

Fenway wrote:
Derelict ships.

They should be very, very, very, VERY mysterious. And they should be encountered in such a way that it makes it more mysterious. As in, in the fringe edge of the system, barely in comm range with command, and very dark.

Example ship 1.

You are scouting the fringe edge of the system, marking important areas for mining ad colonization, in a small scout ship. Sensors pick up an unidentified reading near your position and you investigate. When you pull up to it, several systems begin to scramble, leaving energy weaponry completely useless, sensors nonfunctional, and autopilot gone. Communication is still possible, barely. Guidance, Navigation, Targeting, all out. This is due to the derelict's reactor, which has destabilized and created a high-intensity magnetic and electromagnetic field around the ship. This leaves you with options. Either take a risk and explore the wreck with outdated ballistic weaponry such as those found today, destroy the wreck... somehow, when the EM field has disabled electrical weaponry systems, or leave, never finding the wreck again. This is because navigation is offline, and the coordinates of the derelict is lost.

When you board the ship, all atmosphere is completely gone. Lighting is dark and red, emergency lights, if they still work. Mobile light sources are a must. Some functions remain, such as some doors, damage control, gravity, but the core is too unstable to provide further power. You explore the ship. Stuff happens. You may encounter creepers, an enemy long since forgotten. Zombies, very powerful, may roam the airless hallways. Some old crewmen, gone mad from isolation, may attack you relentlessly, even to their death. Power Relays may spark and explode. When you deactivate the reactor, the EM field disappears, along with any hazards and mobs. As well, all systems on the ship shut off. Any doors left open stay open, all doors left closed stay so. You may be locked in, warranting the use of explosives. Once you get back to ship, you tow it via tractor beam to station, replace core, fix damage, ect ect.

Thoughts?

+1
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 1:23 am

Fenway wrote:
Derelict ships.

They should be very, very, very, VERY mysterious. And they should be encountered in such a way that it makes it more mysterious. As in, in the fringe edge of the system, barely in comm range with command, and very dark.

Example ship 1.

You are scouting the fringe edge of the system, marking important areas for mining ad colonization, in a small scout ship. Sensors pick up an unidentified reading near your position and you investigate. When you pull up to it, several systems begin to scramble, leaving energy weaponry completely useless, sensors nonfunctional, and autopilot gone. Communication is still possible, barely. Guidance, Navigation, Targeting, all out. This is due to the derelict's reactor, which has destabilized and created a high-intensity magnetic and electromagnetic field around the ship. This leaves you with options. Either take a risk and explore the wreck with outdated ballistic weaponry such as those found today, destroy the wreck... somehow, when the EM field has disabled electrical weaponry systems, or leave, never finding the wreck again. This is because navigation is offline, and the coordinates of the derelict is lost.

When you board the ship, all atmosphere is completely gone. Lighting is dark and red, emergency lights, if they still work. Mobile light sources are a must. Some functions remain, such as some doors, damage control, gravity, but the core is too unstable to provide further power. You explore the ship. Stuff happens. You may encounter creepers, an enemy long since forgotten. Zombies, very powerful, may roam the airless hallways. Some old crewmen, gone mad from isolation, may attack you relentlessly, even to their death. Power Relays may spark and explode. When you deactivate the reactor, the EM field disappears, along with any hazards and mobs. As well, all systems on the ship shut off. Any doors left open stay open, all doors left closed stay so. You may be locked in, warranting the use of explosives. Once you get back to ship, you tow it via tractor beam to station, replace core, fix damage, ect ect.

Thoughts?
+2
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 2:17 am

I guess it adds another use to tow boats . Also for carrying away disabled enemy ships Smile.

They could be like dungeons in minecraft. Sometimes it can be too big to get towed but store something valuable on board, so you have to get there on your fit. Problem is... well the whole stuff is blown apart so you get a jumping puzzle Smile .
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 5:58 am

Fenway, epic idea, I would love to see hulks made like that. However, I think the only way we could have them generate is if we build them then upload them to a list of hulks. That way, Fr0stbyte doesn't have to figure out how to make an incredibly complex piece of geometry first randomize and then spawn.

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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 6:07 am

The Doctor wrote:
we build them then upload them to a list of hulks.

No. They should look like this.

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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 8:02 am

Tiel wrote:
The Doctor wrote:
we build them then upload them to a list of hulks.

No. They should look like this.
-sinp-

That is funny. but no we shall have derelict ships that is final by decree of a lowly peasant!


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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 10:18 am

I think we should use a system similar to the one in Shores of Hazeron. Let me elaborate.

Every ship is logged with a serial number. The derelict generator finds a ship, of any class, that exists or has existed in the past. It favors ships that existed in the past over existing ships. The name is kept from the design, but the serial number is changed to something currently not in use. It then scrambles the reactor, making the EM field, and disables several electrical systems save some. It then adds random damage, not severe, to several points in the ship. IE hole in engines, deck 2 floor blown off, ect. It then adds hazards based partly on the destroyed areas, partly on equipment locations, and partly random. Like Electrical Sparks where power relays exist. High-intensity plasma leak near the fuel tanks. Malfunctioning automated defense system in the hallway. It then randomizes the doors, making some working and some not, always making sure that a path exists to the core. You cannot simply blow into the core, because the EM field disables explosives requiring electrical sparks, so C4 and such is disabled. Other explosives require oxygen to detonate, and no oxygen exists in the hulk. If a path to the core does not exist, through doors and hull breaks, it either creates hull breaks or toggles the state of a door or two to make it accessable. It tries to make the longest route possible.
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 11:00 am

Fenway wrote:
I think we should use a system similar to the one in Shores of Hazeron. Let me elaborate.

Every ship is logged with a serial number. The derelict generator finds a ship, of any class, that exists or has existed in the past. It favors ships that existed in the past over existing ships. The name is kept from the design, but the serial number is changed to something currently not in use. It then scrambles the reactor, making the EM field, and disables several electrical systems save some. It then adds random damage, not severe, to several points in the ship. IE hole in engines, deck 2 floor blown off, ect. It then adds hazards based partly on the destroyed areas, partly on equipment locations, and partly random. Like Electrical Sparks where power relays exist. High-intensity plasma leak near the fuel tanks. Malfunctioning automated defense system in the hallway. It then randomizes the doors, making some working and some not, always making sure that a path exists to the core. You cannot simply blow into the core, because the EM field disables explosives requiring electrical sparks, so C4 and such is disabled. Other explosives require oxygen to detonate, and no oxygen exists in the hulk. If a path to the core does not exist, through doors and hull breaks, it either creates hull breaks or toggles the state of a door or two to make it accessable. It tries to make the longest route possible.

+1 Fenway, you should really make your own idea thread, you seem to have a lot of excellent ideas.
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 11:27 am

Fenway wrote:
I think we should use a system similar to the one in Shores of Hazeron. Let me elaborate.

Every ship is logged with a serial number. The derelict generator finds a ship, of any class, that exists or has existed in the past. It favors ships that existed in the past over existing ships. The name is kept from the design, but the serial number is changed to something currently not in use. It then scrambles the reactor, making the EM field, and disables several electrical systems save some. It then adds random damage, not severe, to several points in the ship. IE hole in engines, deck 2 floor blown off, ect. It then adds hazards based partly on the destroyed areas, partly on equipment locations, and partly random. Like Electrical Sparks where power relays exist. High-intensity plasma leak near the fuel tanks. Malfunctioning automated defense system in the hallway. It then randomizes the doors, making some working and some not, always making sure that a path exists to the core. You cannot simply blow into the core, because the EM field disables explosives requiring electrical sparks, so C4 and such is disabled. Other explosives require oxygen to detonate, and no oxygen exists in the hulk. If a path to the core does not exist, through doors and hull breaks, it either creates hull breaks or toggles the state of a door or two to make it accessable. It tries to make the longest route possible.

+1
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 1:05 pm

Fenway wrote:

You are scouting the fringe edge of the system, marking important areas for mining ad colonization, in a small scout ship. Sensors pick up an unidentified reading near your position and you investigate. When you pull up to it, several systems begin to scramble, leaving energy weaponry completely useless, sensors nonfunctional, and autopilot gone. Communication is still possible, barely. Guidance, Navigation, Targeting, all out. This is due to the derelict's reactor, which has destabilized and created a high-intensity magnetic and electromagnetic field around the ship. This leaves you with options. Either take a risk and explore the wreck with outdated ballistic weaponry such as those found today, destroy the wreck... somehow, when the EM field has disabled electrical weaponry systems...

Thoughts?

Why I use projectile weapons. 155mm generally does the job.
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 9:41 pm

Commander Error wrote:
Fenway wrote:

You are scouting the fringe edge of the system, marking important areas for mining ad colonization, in a small scout ship. Sensors pick up an unidentified reading near your position and you investigate. When you pull up to it, several systems begin to scramble, leaving energy weaponry completely useless, sensors nonfunctional, and autopilot gone. Communication is still possible, barely. Guidance, Navigation, Targeting, all out. This is due to the derelict's reactor, which has destabilized and created a high-intensity magnetic and electromagnetic field around the ship. This leaves you with options. Either take a risk and explore the wreck with outdated ballistic weaponry such as those found today, destroy the wreck... somehow, when the EM field has disabled electrical weaponry systems...

Thoughts?

Why I use projectile weapons. 155mm generally does the job.

From observation and study, Exion uses ballistic weaponry extensively. There are few cases where ballistics are not used. On their dreadnought, the main weapon is a large projected energy weapon. Currently being tested is a weapon firing a highly amplified sound wave capable of annihilating a small squadron of Hurig-Class frigates. It is to later be tested on large asteroids as well as ships obtained from outside sources.
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 10:55 pm

Baseball cards


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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 11:01 pm

Also, if a ship was destroyed but not blown up, would it turn into a hulk? I think that would make the most sense, and also let you retrieve your favorite ship if it got pwned.
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PostSubject: Re: Space Hulks   Wed Aug 22, 2012 11:04 pm

Also, can someone either make it so I can edit the poll, or get rid of the weird parentheses at the end of each line? That would be great.
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PostSubject: Re: Space Hulks   Thu Aug 23, 2012 2:14 am

We need to make it so that when a ship picks up a hulk for the first time and then the hulk is rendered, it's the same ship. Really creepy, huh?

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