In an effort to spice things up a little, I've got a nice little proof of concept rolling;
The Derelict will be a completely depressurized zone, so bring an airtank!
Currently this is a heavily modified version of the V2 Remmi Aerostat, but now that the initial testing is done (that is, I've proven that I can navigate to the derelict and step out onto it without any use of admin commands) I can start mapping a little more thoroughly. The idea is to have a roughly preset map, and then use prefixed spawnpoints for POIs. Locations are fixed, but the exact contents are random each time.
Features/Checklist:
A new site that can be navigated to and docked with -
Two sets of spawners; Mechs & Xenos, each with four tiers of threat; Alpha (Fodder), Beta, Gamma (Elites/Minibosses), and Delta (Boss) -
Custom derelict ship(?) map -
Special randomized inner chambers -
Exploration: Unknown Derelict/Debris Field
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Exploration: Unknown Derelict/Debris Field
Last edited by VARKA & Selyn on Tue Jul 23, 2019 4:42 pm, edited 1 time in total.
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Re: Exploration: Unknown Derelict
Work has now begun on the map itself;
Access is effected via a damaged docking arm, which leads into a small 'safe zone'/'lobby' room. The only other reasonably safe area planned will be the derelict's medical facilities.
Current area/risk/threat plans:
Exterior - Low, Robots
Dock - None (Entry point)
Misc. Interior - Low, Xeno/Robots
Medbay - Low, Xeno
Crew Quarters - Low/Mid, Xeno
Bridge - High, Xeno
Security - Mid/High, Robots
Engineering - Low/Mid, Robots
Access is effected via a damaged docking arm, which leads into a small 'safe zone'/'lobby' room. The only other reasonably safe area planned will be the derelict's medical facilities.
Current area/risk/threat plans:
Exterior - Low, Robots
Dock - None (Entry point)
Misc. Interior - Low, Xeno/Robots
Medbay - Low, Xeno
Crew Quarters - Low/Mid, Xeno
Bridge - High, Xeno
Security - Mid/High, Robots
Engineering - Low/Mid, Robots
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Re: Exploration: Unknown Derelict
New docking arm. Needs a couple more minor tweaks as right now the setup is confusing the airlock sensors a bit.
The whole layout of the derelict ship is now complete; all that remains is to define the internal areas and actually lay them out in full.
edit-
Some basic spawners now in, for testing purposes mostly. Working about as well as I anticipated. Six alpha spawners and one beta spawner created seventeen drones, a sentinel, and a praetorian before burning out.
Someone remind me to see if it's possible to fix xeno blood color for simplemobs, on that note.
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Re: Exploration: Unknown Derelict
Completly depressurized?
That sounds really sweet, finally the Antimatter guns Science can print would get some use since they are supposed to be superior for fighting anything in space
That sounds really sweet, finally the Antimatter guns Science can print would get some use since they are supposed to be superior for fighting anything in space
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Re: Exploration: Unknown Derelict
More or less. I'm still mulling over if part of the medbay should be pressurized so that it can be used as a kind of safe spot besides the shuttle.
Also thinking I'll probably expand the 'distress beacon' into a debris/asteroid field with at least one other site available to visit, and split the enemy types over locations rather than trying to mix types on a single map.
Ed: haven't forgotten about this, for anyone wondering. It's just on the backburner for now whilst ideas percolate.
Also thinking I'll probably expand the 'distress beacon' into a debris/asteroid field with at least one other site available to visit, and split the enemy types over locations rather than trying to mix types on a single map.
Ed: haven't forgotten about this, for anyone wondering. It's just on the backburner for now whilst ideas percolate.
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