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Author Topic: Suggestion#2 Wanderer Mode  (Read 4094 times)

Offline WarWeeD

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Suggestion#2 Wanderer Mode
« on: November 01, 2017, 06:51:36 am »
This suggestion is about a couple young gals scaped from a secret lab, a stolen airbus and a world to explore...

Its nice to start with an optimal base but I think it would be even better to start with noone. Then u got two choices, become stronger until you can conquer any military base or complex, or until you got lucky or find an old x-com empty base.

In this early stage u have to fly around world, visiting places, stealing stuff, and getting stronger.
This got no sense is there is no "statics missions", and somewhere to refill fuel.(I did another post about this)
Take in mind there need to be many missions but you only see them when u are so close. So this is a great exploration feature.

There could be many ways to take first base. And depending on what base u took it could have diffenrent storage and facilities.

1-Free Base:Old x-com base Hard to find but no need to fight for it and no body knows where it is. poor storage.
2-Military BAse: Same as free base but u got to fight and govs will want base back.
3-Faction Base: Good base with good initial facilities and storage. But it is a hard fight and that faction will try repeatly to take it back.
4-DoctorX base: Could be a nice role base but we got a nice quests about it that requiere research. so maybe we could allow a brainer on the bus maybe? xD

How to make thisa no hodeout game?

So I think making xcomrunning without hideoutis a pain itself, but we dont want to do that. Instead we want to create a "special base" that emulates the Airbus as "Mobile base".
Such as a dinamic base that will allow us some actions or not depending on where is the airbus anchored. I mean, this dinamic base would take values from the place where airbus is anchor.


For example:
As we got no base, buy list is ever empty, but if airbus is anchored close to certain places, for example a city, our fake base could take the values attached to the city, this way player can buy and sell stuff there, or other more secrets places.
Research can be the same. MAybe u want to investigate very basic stuff from the airbus storage or maybe u want to anchor near a Famous road tavern to research about a bounty hunter mission.
If you anchor near a factory instead raiding it, you could buy some stuff and also manufacturate industrial stuff simulating a deal with the industry owners.
Or maybe you want to anchor near a place where hands can heal faster...

The potential of this "Dinamic hideout" or "virtual base" is huge. IT would allow devs to introduce lot of new content which player can interact.

Then when you get your first real base, the "dinamic hideout" could get override by the new one so no longer exist or you can let it as feature using the first base slot.










Offline Ethereal_Medic

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Re: Suggestion#2 Wanderer Mode
« Reply #1 on: November 01, 2017, 11:57:31 am »
The concept is appealing for something like a fallout-/madmax spinoff but not for this current mod.

We don't have much to begin with anyway and your suggestion would also be quite the task to code. You need to find a way to 'overrule' the forced "return to hideout after mission is done" to fully control the airbus after each 'mission'. The airbus would need a way to refill the powerplug outside of the base or run with unlimited fuel and range.

You also need some way to replenish troopers and treat wounded, if the whole crew is hauled onto the dropship you're basically turning this mod into X-Com 2.

Offline WarWeeD

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Re: Suggestion#2 Wanderer Mode
« Reply #2 on: November 05, 2017, 06:49:34 pm »
I agree with you in parts. ITs a hard task. Im just giving ideas, you are free to do whatever you want, obviusly. This is just for talk .U are doing a great job with piratez.

There will be ever a base to go back, a base to heal, but its a virtual base that takes values from where your aircar is anchored. its hard to do, but this is how it should work:

-Virtual base rules:

-When it airbus start fly, base becomes invisible
-When airbus anchor, base moves yo airbus location, becomes visible again and airbus autoland on base.
-Depending on where you anchor, your base adquire diferrents building and market trades, simulating the place where u landed.
-After a mission, just move base to mission loc and land ship. (if you dont go away you prob will get attack)

I think this feature is to do a mod itself, a Wanderer Mod... I agree it dosnĀ“t fit too much with piratez, but it does in the background.
I think im going to create a trhead in openscom forum but we can share any opinion here if anyone want.

One question, if u would create the feature, would it be possible to have a hand to add content? Or to solve dudes?


Offline BetaSpectre

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Re: Suggestion#2 Wanderer Mode
« Reply #3 on: November 06, 2017, 03:04:36 am »
Best way to get a feature implemented is to make it yourself, then release it to the main mod author.
This is a really cool idea in that it would simulate travel, but practically speaking the engine can't really support it atm. Not in the way anyone here can tell you.

Offline tkzv

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Re: Suggestion#2 Wanderer Mode
« Reply #4 on: November 09, 2017, 08:43:09 pm »
Returning to base behaviour is hardcoded in the engine and can't be overridden in YAML. You need to patch the engine for that.

Offline Ethereal_Medic

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Re: Suggestion#2 Wanderer Mode
« Reply #5 on: November 10, 2017, 04:17:19 pm »
A huge portion of 'exploration' -experience remains the 'random encounters'. Something crucial the engine can't deliver.

Offline tkzv

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Re: Suggestion#2 Wanderer Mode
« Reply #6 on: November 11, 2017, 09:14:09 pm »
Random encounters were discussed in The X-Com Files subforum. The author liked the idea, but wants to finish the plotlines first, and leaves gimmicks like that for the distant future.

Simplest ideas:

1. If the player starts without means to fly and has to research it, it's possible to turn every mission into a 2-parter. 1 for the mission itself, 1 for the random encounter before the mission. The modder will need to multiply the original mission by the number of kinds of random encounters he has. Of course, the 1-part original mission remains and has much higher probability than the rest. The research that allows flight blocks all the 2-part missions.

2. If there are missions that require non-flying transport, they can stay available.

3. If you can think of a way to make a random encounter in the air, there can be random encounters for flying transport.

4. If you can think of a reason for the team to leave the transport and travel by land, there also can be random encounters for flying transport. For example, nowhere to land near the destination.
« Last Edit: November 19, 2017, 11:41:04 am by tkzv »