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Clicky

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Reply with quote  #1 
Sorry if this has been mentioned before, I could not seem to find any reference of it in search.

Last time I played Artemis, the crew I am part of did a border war scenario and we ended up with a science station and civilian base station right near the neutral zone. Since we only had one friendly ship with weapons capability, the ship was ordered to defend the civilian base station.

I could not help thinking though, that it would have been nice to be able to evacuate the non-essential personnel from the science station by either comms ordering a friendly transport  ship to take the non-essential personnel on board (and perhaps dropping off the people at another base station) OR our player ship docking at the station and taking on board the civilians before dropping them off at another station (not sure what officer would be responsible for this, perhaps helm since it requires docking).

I would guess there would too many people at a civilian base station to be able to do this but it might be possible for the deep space station, science station etc. In star trek, Deep Space Nine evacuated people when an attack was likely. Also, ships going into battle dropped off non-essential personnel as well.

For Artemis, I think the evacuation of non-essential personnel does suit the border war scenario in particular, since the player ship gets a warning about war likely occurring soon ..... which would then be the time to make sure as many civilians as possible get to safety.

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Cervantez

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Reply with quote  #2 
Nice idea, but what would be the in-game effect of this?
To include it in the game, it should serve a purpose other than roleplaying.

Do you want to deliver the crew to another station to increase its production speed due to additional manpower?
Should the Comms officer get a message like "Thanks for evacuating us. Please drop us off at DS1 and we will give you two nukes"?
Should they provide you with a reserve pool of DamCon teams as long as you have them on board?

These options all sound a bit add to me, but without any incentive, non-RP crews would just not do it.
Clicky

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Reply with quote  #3 
Quote:
Originally Posted by Cervantez
Nice idea, but what would be the in-game effect of this?
To include it in the game, it should serve a purpose other than roleplaying.

Do you want to deliver the crew to another station to increase its production speed due to additional manpower?
Should the Comms officer get a message like "Thanks for evacuating us. Please drop us off at DS1 and we will give you two nukes"?
Should they provide you with a reserve pool of DamCon teams as long as you have them on board?

These options all sound a bit add to me, but without any incentive, non-RP crews would just not do it.


Interesting response. The crew I am part of do not role play as a group but as comms officer I just think my top priority is seeing to the safety of civilians - both on base stations and on ships. So maybe it could be said that I role play even if the rest of the crew do not.

I suppose if people need rewards to do this then it could be as you suggested - the player ship will rewarded with nukes, EMPs, more energy or something else if the player ship transported the non-essential personnel. However, if it was a transport ship that did the evacuating then I do not think the player ship should receive anything, it would just be something extra for comms to do the same way comms hailing and ordering friendly ships around is. It might give comms more incentive to interact with friendly transport/luxury liner ships that have capacity to evacuate stations.

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Mike Substelny

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Reply with quote  #4 
Right now rewards in the game are limited because there are so few resources available. In the future (I hope) there will be a cargo handling system, including things like medicine and currency.

It would also be nice if the crew could be given citations at the end of the mission. Maybe the evacuation doesn't earn you nukes but instead a medal of valor on the final stats screen.

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k9lego

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Reply with quote  #5 
Hmmm, that raises an interesting idea. That the mission end screen could have a lives lost, and evacuations performed score. So if your ship blows up, lives lost would go up by the hundreds. But if you have saved enough you'll get a Medal of Honor.
ryleyra

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Reply with quote  #6 
A script could always implement an evacuation scenario as part of the storyline. With the new shuttles coming out in 2.6, you could assign a crew member to ferry people from one station to another, or to a transport ship which will take them out of the sector.

Really, though, in a standard invasion scenario, where is there to go? A transport would have to be commandeered for the evacuation, and its current cargo destroyed. If you send the people to another base, they run the risk of being killed there, once the enemies have finished with the first base.

Still, I like the idea of lives lost being part of your overall score. Artemis really doesn't have a scoring system, you either win the game, or you die. Bases saved is a secondary measure of success, but really, does anyone really pay attention to it?

It would be nice if when a base is about to be destroyed, a number of lifeboats launch from it which can be recovered by the crew. If not recovered, they can be either destroyed by the enemy, or eventually make it to another base. (Where they could still be killed)
ryleyra

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Reply with quote  #7 
Another important note is that if you reward players for evacuations, then they will let bases die so they can evacuate the inhabitants. So evacuation should be a LESSER reward than saving the base station.
k9lego

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Reply with quote  #8 
Wait, can scripts implement custom scores on the end screen? That would be a useful feature! [smile]
LawsonThompson

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Reply with quote  #9 
Quote:
Originally Posted by k9lego
Wait, can scripts implement custom scores on the end screen? That would be a useful feature! [smile]


There's currently no direct way to modify the end screen. I've done something like this before, but the scores aren't actually displayed on the end screen. You have to craft it via popup messages on the main screen, or communications.

I wrote a mission to transport crew off a ship caught in a singularity, and the end game "messages from HQ" changed depending on how much time Artemis stayed within transport range; the longer Artemis held position at the edge of the event horizon, the more crew were transported out.


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Xavier Wise

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Reply with quote  #10 
In the next update, you'll be able to display variables in comms messages. You could keep a score using a variable like you described above and then report it back to the crew before the end of a mission. So for example, every 10 seconds holding position they get another three crew members from the stricken ship.
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Mike Substelny

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Reply with quote  #11 
Quote:
Originally Posted by ryleyra
Another important note is that if you reward players for evacuations, then they will let bases die so they can evacuate the inhabitants. So evacuation should be a LESSER reward than saving the base station.


That's a good point, Rylera. But in the initial post Clicky was asking about evacuating non-essential personnel. I think that is a pretty cool and immersive idea. In fact it would make a great mini-mission. Suppose a transport or luxury liner is designated as the refugee ship. The refugee ship is leaving the sector. If you visit DS1 then the refugee ship then you have evacuated the non-essential personnel from DS1. You get a reward. The same goes for DS2, DS3 and all the other bases. But remember the refugee ship is leaving the sector so it is constantly getting farther and farther away, making each evacuation more difficult.

This would work great in a Border war mission, since there is a very clear direction for the refugee ship to head.

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janx

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Reply with quote  #12 
When you consider people as an asset, of some considerable value, then every ship + station would have a people score.  If you lose the base, you lose people.

Therefore, it's a not a bonus to evacuate people, it's trying to KEEP your people alive score in a war zone.




ryleyra

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Reply with quote  #13 
Quote:
Originally Posted by Mike Substelny

This would work great in a Border war mission, since there is a very clear direction for the refugee ship to head.


I like this idea. It would actually have a place in Border War mission, as there would be refugees choosing to leave the station in the wake of the war declaration. Naturally they would be heading out of the sector to the right. Side missions could specifically indicate that the ship is carrying refugees and is in need of help because of a malfunction.

It would work even better if there were bases in or near the neutral zone, so the refugees would be in danger of attack as well.

DupeOfURL

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Reply with quote  #14 
I can see this is in other scenarios, too.  It could give Comms a reason to station transports {and other ships} in a 1 per station fashion.  "Look!  DS3 is close to coming under attack and we cannot get there.  EVACUATE!"  {And hope the transport can run away...}  Would need to have some sort of scoring system.  Losing a base costs points.  Losing civilians costs BIG points. 

Hmmm, could work for friendly ships, too.  Try to give the players a reason to save them - keeping their score up! 

Start w/ say 10 points per base.  Lose 4 for losing the base, 6 for losing the crew.  If NOT evacuated, the base blown up costs the 10 they started with.  Of course, each transport would need a counter - How Many station crews do I have aboard.  If destroyed, they are lost.  {BTW, a Hail should give this info to Comms IMHO.}  And each Friendly ship should be work 10 points.  Lose ship, lose 10.  That DOES leave those pesky ones that will NOT take orders..... 

Put a final score on the end screen.  You saved the sector {but it was costly...}. 

Base evacuation would cease all production.  Actually I would have it start a self-destruct sequence.  Wouldn't want those nasty Kraliens building MORE battleships! 

 

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