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davidtrinh

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http://services.tsn-artemis.ca/

As of lately, I've observed a few cultural shifts in the general playing communities. I wanted to see if deploying a script engine would provide a shift towards what I still believe are Artemis's core intentions of having fun, geeking out on science fiction genres and playing together inclusively.

The script engine is a free downloadable API and is a working progress, where I am making small changes every other week. You initiate a download and you get a random mission, with unknown sensor, difficulty settings etc.

Here are things I considered when designing this with SMART GOALS in mind.

a) the mystique of anything can happen, you do not know what challenges lies ahead when you load up this mission. Although, at the moment, I am focusing on just asset recovery, denoting unused mines and destroying derelicts to save the space whales. But once that stabilizes and crews get familiar with all the new internal procedures, external factors starts happening.

b) promotes inclusion in the Artemis communities, where both experienced and new players must work together due to the unknown.

c) 30-40 minutes of game play, where the objectives are specific, measureable, attainable, relavant and timely.

I hope to attain these goals as I work away at this hobby project. As Mark B. said, I'm not keeping track of the hours I spent on the TNG modelling project. I believe I will be doing the same with this project. 

If you have sometime, feel free to download the scripted missions and play! I've kept the project very focused and narrow due to time constraints in my life. So I'll take and consider feedback for sure, but no promises on any implementation. 

Good hunting everyone!

Cmdre. David Trinh
Flag Officer
1st Light Division
Terran Stellar Navy Canadian Fleet
United Space Faring Planets
lcarn.tsn-artemis.ca

ryleyra

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Reply with quote  #2 
Sounds like a lot of fun. A script generator? I wouldn't have ever thought of that. It's certainly simpler than creating a script that generates random threats internally. You could even (potentially) design a sector in the generator's interface and reuse that layout of terrain, allowing you to set the missions in the TSN Sandbox universe without actually using the Sandbox.

One thing I'm not quite clear on, is this an application downloaded from the site that generates the script, or does the site generate the script which you download?
davidtrinh

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Reply with quote  #3 
The website services.tsn-artemis.ca provides you with a link to download a mission script in XML format. It generates the mission for you each time you view or download the file. If you want to download the file directly into your MISSIONS directory, use this API link services.tsn-artemis.ca/api/BFR_DL/ without having to read through anything. 

I have looked at Xavier's TSN Sandbox Universe. I would like to investigate the idea of multi sector universe where you can fly bearing 270 for hours on end and never leave the Expanse. But that is a just a pipe dream at the moment... and we all know that we will hit the proverbial wall in space.
Longbowman1346

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Reply with quote  #4 


As of lately, I've observed a few cultural shifts in the general playing communities. I wanted to see if deploying a script engine would provide a shift towards what I still believe are Artemis's core intentions of having fun, geeking out on science fiction genres and playing together inclusively.



David...  this intrigues me.  What are the shifts you are referring to.  I host a radio show on geeky stuff and gaming and this is a topic that I have referred to in passing every once in awhile.  Can you elaborate?

Thanks!


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Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
davidtrinh

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Longbowman1346, your question is important and I would like to address it in more depth. To respect the operating rules of this category and thread, I would like to extend this discussion in a more appropriate category. I'm not exactly sure which one at the moment, so I'll poke around.
Mike Substelny

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Reply with quote  #6 
Quote:
Originally Posted by davidtrinh
Longbowman1346, your question is important and I would like to address it in more depth. To respect the operating rules of this category and thread, I would like to extend this discussion in a more appropriate category. I'm not exactly sure which one at the moment, so I'll poke around.


It seems likely that the best fit for a conversation about playing communities is "Bridge Crew Comms."

I, too, am intrigued to discuss your observations.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
davidtrinh

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Reply with quote  #7 
I have started a new thread in the "Bridge Crew Comms" category.

https://artemis.forumchitchat.com/post/pew-pew-vs-coop-a-cultural-shift-9756133?pid=1304395820

Quote:
Originally Posted by Mike Substelny


It seems likely that the best fit for a conversation about playing communities is "Bridge Crew Comms."

I, too, am intrigued to discuss your observations.
Cervantez

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Reply with quote  #8 
I worked on a similar project about a year ago, but never found the time to get it running.
One idea I had was to include roleplaying aspects for each station. This was supposed to be optional and you could choose whether you want to include roleplaying events in your mission or not.

If you did include them, a small pdf document would be created for each role with a randomized character background. This background was to include several events that might play a role in the scripted mission. Or not. You wouldn't know what was about to happen.

For example, a background would read "You are Lt. [random name]. When you were a child, your mother, who was the chief engineer on the TSN Poseidon, was taken prisoner by the Kralien during a deep space operation. Ever since this event you knew that you wanted to join the fleet and you wanted to crush these filthy aliens."
And during the mission there was an event where a Kralien ship appears which was under the command of a human woman with the same surname. Or they had her as a prisoner on the ship. O they appear to know more about the fate of the Poseidon....
If the mission tells you to destroy the ship, there would be great roleplaying opportunities for the player, who might want to save the ship instead to save his mother. Or they fire all nukes because they hate the Kralien so much without waiting for the Captain's orders.
Since no one else on the crew knows about the backgrounds of the other players this could lead to surprising scenes among the players.

And of course these character backgrounds could also give useful information like "I've been in this situation before. Everytime they attack in this formation, a much larger force attacks soon after. Trust me, Captain: we have only thirty seconds to get out of here!"


... well that was at least what I was going for. As I said, I never really implemented any of it.
But if you like this idea, I would be glad to see it happen in NginEcho 😉
davidtrinh

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Posts: 33
Reply with quote  #9 
Cervantez, thank you for your feedback. I'll consider the idea of randomized characters and their history on the bridge as part of the role playing aspect. It leans more towards D&D and I am not opposed to that since it means more unexpected outcomes in the 30-40 minute session. I like the idea the character don't persist outside of the single session.

Each community in TSN Canada is operating their own campaign at the moment, and we have all agreed to work with one another while building, telling and of course playing the story out. Currently, Martial Law has been declared in the outer rim so the story goes. This is due to rebel scum... I mean insurgents.

I made some more updates to the code and application. We now have two different URLs that provides variants of the property retrieval mission. You are welcome to download these missions and play them as they are free, I will do my best to keep them accessible and available online 24/7.

Again, it is important that I remind myself of the goals while I make changes, and of course to now include a very brief change log list.

GOALS:
a) the mystique of anything can happen, you do not know what challenges lies ahead when you load up these missions. Although, at the moment, I am focusing on just asset recovery, denoting unused mines and destroying derelicts to save the space whales. But once that stabilizes and crews get familiar with all the new internal procedures, external factors starts happening.

b) promotes inclusion in the Artemis communities, where both experienced and new players must work together due to the unknown.

c) 30-40 minutes of game play, where the objectives are specific, measurable, attainable, relevant and timely.


CHANGE LOG

2018-04-20
- random start point and angle for player
- random number of nebulae, singularities
- random number of Vigoranium Nodules
- random damage to systems nodes while traveling through space
- SOP: Engineer team briefing and deployment into lower decks
- 600 sec Deep Space Transmitter Array Network re-transmission of mission orders
2018-05-07
- added random biomechs and pirranhs
- added random pirate shuttles which will loot and attack enemies and derelicts
- end trigger added when all beacons and derelicts are removed from the map
- non player shields and weapons settings can range between 40%-300%
- allow slot one ship to be named before generation of script, due to limitations of mission script system
2018-06-05
- random asteroid wall or clump
- derelicts can appear inside the asteroid wall or clump
- each instance of application has configurable number of stations, mission title and objectives
- random Kralien vessel generation, some are operated by Terran insurgents looking for Cpt. DeNobrega
- secondary scan shows non player shields and weapons settings

Test sites:
http://nginecho-test.tsn-artemis.ca/api/BFR/ (Patrol & Property recovery mission)
http://services-test.tsn-artemis.ca/api/BFR/ (Property recovery mission)
kidkissinger

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Reply with quote  #10 
This looks great. I'm going to test this out with my monthly event!
davidtrinh

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Reply with quote  #11 
Quote:
Originally Posted by kidkissinger
This looks great. I'm going to test this out with my monthly event!


I am open to you and your group's feedback and impression after your monthly event. You can either message me here or find me on Discord's USN server most evenings between 9-10pm American/Eastern Time where we play together regularly. I am very pleased to find out it is useful beyond our group.
NoseyNick

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Reply with quote  #12 
I can attest that "random damage to systems nodes while traveling through space" makes life <cough> "fun" </cough> for Engineering, and certainly a few more opportunities for low-pressure easy-peasy role-playing without needing to worry about intricate plot details and stuff - "Right! Now even the COFFEE MACHINE has failed, HOW ARE WE SUPPOSED TO WORK IN THESE CONDITIONS?!? THIS IS INHUMANE!"   [smile]

I'm REASONABLY sure it's possible to send those system failure messages direct to the Engineering console rather than via comms, BTW... But heck I s'pose it gives comms a chance to chat to Eng too   [crazy]
davidtrinh

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Reply with quote  #13 
Quote:
Originally Posted by NoseyNick
I can attest that "random damage to systems nodes while traveling through space" makes life <cough> "fun" </cough> for Engineering, and certainly a few more opportunities for low-pressure easy-peasy role-playing without needing to worry about intricate plot details and stuff - "Right! Now even the COFFEE MACHINE has failed, HOW ARE WE SUPPOSED TO WORK IN THESE CONDITIONS?!? THIS IS INHUMANE!"   [smile]

I'm REASONABLY sure it's possible to send those system failure messages direct to the Engineering console rather than via comms, BTW... But heck I s'pose it gives comms a chance to chat to Eng too   [crazy]

After two grievances and a petition in official logs, I have fixed the code so the coffee machines have been upgraded to high availability espresso machines. They shouldn't malfunction anymore that disrupts the system nodes.

http://command.tsn-artemis.ca/p/KB/View/22-property-retrieval-and-detonate-unused-mines
http://command.tsn-artemis.ca/p/KB/View/28-confirm-wall-of-asteroids

You are right, the increased "co-operation" between bridge crew members does require participants to talk to one another. It is very rare the Comms officer says anything to Engineer. The only time I saw that was during a Convention where the Comms officer was trying to pick up the Engineer, but she was so focused on doing her job that it went right over her head. As she should, work before fraternizing right?

See press release below of the code update and the story telling that goes behind this code fix.

http://lcarn.tsn-artemis.ca/en/news/30-espresso-maker-that-functions-in-microgravity/

kidkissinger

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Reply with quote  #14 
Really enjoying this script! Keep up the good work!
kidkissinger

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Reply with quote  #15 
I'll try and get you a more detailed report on our experience sometime this week.
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