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k9lego

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Reply with quote  #1 
Hello,
I was inspired by this post a while back, with the idea to have an extended period game. https://artemis.forumchitchat.com/post/large-play-space-6935652
We would begin with an 8 hour game, and would hopefully, eventually attempt a 24 to 30 hour game. Any tips for this kind of thing? It needs to be relatively cheap.
Either we would attempt this in a basement (relatively large), or a smaller shed outside to prevent noise issues. Both of those are still up in the air unfortunately. Which one would you prefer?
Also, this obviously will get a little pricey, but this part is fine. I was thinking of a way to have the floor (or chairs for cost efficiency?) vibrate when we get hit. Some sort of motors. This may work better in the shed. It would be something similar to a fan motor but smaller attached to plywood and more wood to lift it off the floor. This is like my dream DMX simulation. For the place to vibrate when your hit. At the most (subject to some change [smile]), I will pay $75-$125 on the floor. Everything else should be under $100-$200. I may change from this number depending on what my friends have and are willing to put towards the project.
I was thinking of attempting this sometime this summer. Potentially as early as this June, or as late as the middle of August. (Side note... Hmmm, this plywood at Home Depot almost seems cheaper then some cardboard I've seen...)

A few things needed:
DMX Lights. (It's just something you do... [wink])
Some sort of cheap wall covering.
We already own a projector, we could potentially borrow a 24 (30?) inch small TV. (Suggestions?) The space is relatively small.
5 PCs (1 Touch Screen for Engineer)
Custom T-Shirt uniforms??
Walls of black or grey sheets, or painted cardboard depending on cost. (Any other ideas?)
Plywood and other wood for the floor?
Motors set up for vibrating the floor?

Thoughts? [smile] This is still up in the air, but I really want to attempt this build. I have some friends that I've gotten interested in Artemis, and I have the friends that got me interested in Artemis. [smile]

EDIT: Just a note, my plan would be to have multiple game masters, using the TSN Sandbox and Mod. Using some sort of printed or online maps for the TSN Sandbox. Also, other people I know might join as fighters or potential as a second ship during the game to keep it interesting. And there would be downtime. Especially during the night. We would dock up and sleep in shifts. We would also potentially run the server in the lowest resolution in VirtualBox for crash redundancy. And have a separate main screen. It depends on how laggy it is.[wink]
ryleyra

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Reply with quote  #2 
I don't really have that much experience with custom bridge builds, but my suggestion would be to take the TSN Sandbox and modify it slightly to reduce the speed of movement from sector to sector, but increasing the energy efficiency. Remember that if you are going for an 8 hour or 24 hour game you want to have a lot of downtime which the crew will use to socialize and unwind. It should be possible to have a skeleton crew on Helm while travelling from star system to star system.

Most games, even the Sandbox, are designed around skipping the downtime and getting straight to the action. If you've only got 30 minutes to an hour to play, you don't want to spend 30 minutes travelling. You've got to fill 8 hours. I would recommend that you take at a MINIMUM 10-15 minutes to travel from one mission to another. And make sure that you have that time scheduled. For instance, you can have Helm bring you into the system, and dock with a starbase, and warn the players that the mission is about to begin and give them time to "get to the bridge" and seated at their stations.

Remember that at Warp 1, it takes about 2.5 minutes to cross a sector. So you can cross 4 sectors in that much time. If you have less sectors to travel than that, you will have to futz around at the base station or while activating a Jump Gate.

Make sure there's a place for players to hang out. You can set aside crew's quarters for games of more than a day, otherwise, there should be a lounge area and a mess hall. Especially a mess hall. [biggrin]
k9lego

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Reply with quote  #3 
Hmmm, some very interesting points! Definitely going to come in handy. One idea I have, if I could have one mission on one side of the game, and one on another. So they have to travel through lots of jump gates and sectors. [smile] Thank you for the help. Any hardware ideas anyone? [wink]
davekp

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Reply with quote  #4 
If you have access to multiple rooms for this, you could make one room a barracks.  Use bunk beds or something similar. 

Add a galley where you have a cook.  For the food, to keep with the theme, get a bunch of protein bars.  Or get a bunch of microwave meals and use them as Artemis MREs.  You could do something to re-lable the meals to be in keeping with the theme.

Rest room(s) of course.  If you're going to play for a long time, can't forget that!  Oh, Oh!!!!  You could arrange it so that if some of the life support is damaged, the rest rooms become unavailable!!!!  That would motivate players to protect the ship!!!!


Have your crew work in shifts.  Having one person play for more than a day would be pretty rough anyway.  Having the bunks would make it like an "Artemis Camp".  Could be a real blast!  Good luck!

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davekp

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Reply with quote  #5 
Ok, now for some more crazy/out there ideas.  But hey...space opera...perfect for Crazy/Out There.

  • Depending on you budget, hire some actors to play less fun roles like yeomen, cook, janitorial, etc..
  • Get some non-players to dress up and record some videos that can be played back later as incoming messages.  Maybe have them recorded on your own ship so it looks like it's coming from a similar class of ship.  You could just change some logos around, etc..
  • Have some mission scripts that DON'T involved the Artemis software.  For example, the crew develops a strange disease (like many episodes of ST) and your med folks have to find a cure before time runs out.
  • Have an "Alien(tm)" invade the ship and you have to send a security crew to kill it.  (Laser tag anyone?)
  • If you have the room for guest quarters, you could have missions that involve conflicts between passengers or passengers and crew.  (Think "Journey to Babble" from the original series.)  It could play out like one of those dinner mysteries where the guests solve a mystery played out by actors.
  • The sky is the limit!!!

Side notes:

Try using a basic black background with a few stars visible.  Use this same background for all of the individual sub missions that Artemis plays in your larger, long term mission.  This will make the change from one Artemis scenario to another seem more seamless.


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Newcommerin

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Reply with quote  #6 
We thought of "vibrating" floor, too. My solution would have been bass speakers (like "subwoofer"?) under the floor panels - no need to program something, just turn up the depth/volume of the sound.
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davekp

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Reply with quote  #7 
Quote:
Originally Posted by Newcommerin
We thought of "vibrating" floor, too. My solution would have been bass speakers (like "subwoofer"?) under the floor panels - no need to program something, just turn up the depth/volume of the sound.


That's an interesting idea.  Has anyone tried it?  Not sure if it would work or not.  Depends, I suppose, on the type of floor, acoustics of the area and power of the woofers.

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User McUser

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Reply with quote  #8 
You could build a shake table instead. Build a platform for your bridge that sits on a bunch of casters (so that the platform freely moves), then surround that with inflatable bumpers on all four sides contained within a sturdy frame, and and air compressor with electronically controlled valves.

If you inflated and deflated the bumpers quickly enough and in the right sequence, it would move the platform enough to simulate being struck (a la the "Star trek Shake.")
davekp

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Reply with quote  #9 
If you had the platform on casters you wouldn't need to use inflatable bumpers.  That would probably respond too slowly.  Instead you could use solenoids.  If the solenoids were heavy you wouldn't even need to mount them to anything other than the movable floor.  Newton's second law would give you the motion you want.
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notsabbat

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Reply with quote  #10 
Quote:
Originally Posted by Newcommerin
We thought of "vibrating" floor, too. My solution would have been bass speakers (like "subwoofer"?) under the floor panels - no need to program something, just turn up the depth/volume of the sound.


Thats probably the route that I will go in the far future when I have the money for it. They have bass speakers specifically for this purpose that are used in racing simulators and the like.



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davekp

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Reply with quote  #11 
As I think about it, instead of a table/floor on casters, maybe a gimbal table would be better.

Hummm.... I bet I could build a gimbal table.



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