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Post by Darko on May 11, 2014 15:38:44 GMT
So, while watching youtube full plays of FTL (and wanting to go back and play the game with the advanced edition now), I was inspired to create a game based off it.
Small crew, small ship, lots of adventures. Not necessarily off on some grand mission as in the game or even in the same setting. It could very well be the reboot of Deliverance, the short-lived but well loved game I ran on the old site, which was Firefly-inspired.
Mixing the two could be a lot of fun. I wouldn't restrict it to just ship-based stuff either, I'm sure there'd be lots of off-ship stuff. There'd be the opportunity to gain XP to be better with certain areas of ship-oriented stuff (ie being better with weapons or piloting). It's all in the idea stage right now, but it could be fun. What do you guys think?
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Post by Draxy on May 11, 2014 17:50:49 GMT
I'll certainly give it a shot and might bring back Sarah then
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Post by AegisFate on May 11, 2014 20:52:47 GMT
I think if I muck about I can reboot the schizophrenic savant of a mechanic. Mucking up the engines cooling systems, ho!
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Post by Darko on May 11, 2014 21:41:00 GMT
All things considered this one is most likely to be more like Farscape than Firefly, I think. New alien worlds and all that jazz.
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Dewin
Overlord
Posts: 776
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Post by Dewin on May 12, 2014 11:38:39 GMT
So basically Rogue trader with less skulls?
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Post by Darko on May 12, 2014 16:31:32 GMT
In some ways, I suppose so. But much less grandiose and over the top. It'd have the rogue-like nature of Firefly and the wondrous, diverse alien nature of Farscape.
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Dewin
Overlord
Posts: 776
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Post by Dewin on May 12, 2014 16:59:03 GMT
Alright then.
Will be keeping eye open for this.
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Post by rogue66 on May 12, 2014 21:09:06 GMT
Sound interesting, will join this.
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Post by Darko on May 13, 2014 15:26:30 GMT
So, going back to what I mentioned about people having skills and specialising in certain areas of ship-side stuff, as well as being able to gain experience - here's a mock-up list of skills.
Typical skills:
Piloting - improves manoeuvring/dodge Repair - increases repair efficiency Weaponry - increases accuracy/reload speed Sensors - grants bonuses with internal/external scanners to reveal information, ie get an early warning of an attack Engines - can increase efficiency and speed as well as charge FTL more quickly Shields - improve shield recharge speed Medical - improves the healing abilities of the automated medbay Drone control - increases the effectiveness of drones
There are other more complex skills that would aid specialised systems such as teleporters, cloning bays, mind control systems and more.
There'll be a certain amount of power available depending on your ship and the quality of its parts, which will need to be allocated amongst systems. Some may not function as effectively or even not at all without full power. Some, such as life support, would have deadly consequences if it were to be unpowered.
I also intend to add personal skills which would be important for non-ship based stuff, like being proficient with small arms etc. I'm not yet decided on how much of a system I'll implement for this side of things, more to come on that.
Edit: adding more stuff...
There'll be certain resources that will need an upkeep, mainly supplies, fuel and money.
1 Supply would last roughly a week or 1 FTL jump, if one standard jump is considered from one solar system to another nearby.
1 Fuel would be consumed per FTL jump. This keeps these two resources fairly simple.
Money on the other hand could be more abstract as for what one considers valuable another might not care for. However I'll go ahead and say that there'll be some kind of standardised currency - credits. For the sake of getting a rough idea of what's worth roughly what I'll come up with a general goods/price list at some point, of course that doesn't mean people will always sell or buy at those prices.
As for personal skills.. I'm thinking they'll work differently to ship skills and generally be more abstract, ie if your character is a doctor and you pick say, medicine/healing or whatever I call it then you simply have a proficiency in that skill, without worrying too much about how skilled you are. That much would most likely be more decided by your actual character in creation and how experienced they are.
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Dewin
Overlord
Posts: 776
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Post by Dewin on May 13, 2014 15:34:59 GMT
It's basically FTL then?
I would prefer non-stat game but eh.
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