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ogremasch

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Reply with quote  #1 
I am not sure if this is the best category for this but I wasn't sure where else to post it.

I am looking to implement a RPG based system or something similar for my players. I am having trouble finding a happy medium between the hard core role play/LARPing and casual gaming. I want to create a ranking or points based system of rewards for the players but Artemis doesnt really have an option to incorporate anything like that into the game. Like if I have a level 3 engineer and a level 8 science officer the actual stations dont reflect any skill change or bonus to leveling up. I find myself facing the problem of cosmetic ranking as well. Calling someone by X or Y rank is all well and good for the purposes of a role play but there isnt anything reflected in the game itself around that rank.

I'm not asking for a feature to be added to the game or specific missions designed to incorporate the rank of the crew or certain officers, I am asking for some kind of meaningful way to recognize the time spent gaming. Maybe there is none, maybe it is purely cosmetic but I thought I'd ask and see if anyone has come up with something.

DizzyKungFu

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Reply with quote  #2 
Mark Bell's TNG mod ( https://artemis.forumchitchat.com/post/tng-mod-for-artemis-a-star-trek-fan-production-6452137 [wink] has a system of classifying player ships available by player "rank". E.g. Lieutenant Grade ships, Commander Grade, etc. So basically higher ranks gets better ships. Even if you didn't want to use his mod, you could group the base game ships into a similar system to reward a crew for achievements.

If you are running mission scripts or willing to edit the vesselData.xml file, you could also reward individual players. E.g., you could give a promoted Helmsman a better turnrate, a promoted engineer more coolant, a weapons officers more nuke max capacity, etc. You'd need to figure a way to keep track of all this and update it for every mission (not trivial), but I bet something clever could be implemented.

Just my 2ยข. Do keep us posted on what you actually decide to go with! ๐Ÿ˜‰
ogremasch

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Reply with quote  #3 
I have a system I'm working on that will work with GM missions and work like Fate points based on crew performance. Essentially what I am currently thinking is loosely described below...

Skill points for levels like fate or cinematic skill points where players can get a freebie from the GM or spend the point on something game related.

Example, at the start of the mission the crew contains an average rank of 4 or level 4 whatever, so they collectively get 4 points to spend however they like as long as they are playing level 4 or above. Below their average they get nothing, above their average they still only get 4.

They can spend the point on things like power ups, reinforcement ship/s, turning an enemy of equal or lesser ship strength into a friendly, 3 mines placed by the GM in advantageous locations. Etc...


This all depends on developing definitions for the gameplay and GM stuff like what a "level 4" mission entails and what constitutes a level 9 etc...

This works in my head, its fast. Rewards players for playing at the speed of their crew and as player develop they get more challenging missions as a crew rather than one gungho captain throwing rookies into a battle and it being a bad experience for everyone. It also keeps the opposite from happening where an experienced player will get bored by having to play too low of a mission.

I need to test it out but I think for now this is the system I am going to try to go with. I'll report back when I get feedback.
Mike Substelny

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Reply with quote  #4 
Assuming players level up between play sessions I have an easy suggestion for four of the roles. Just edit the artemis.ini file on the server to reflect player skill levels. You can use a simple text editor like Notepad and the values are self explanatory. Start their first mission with everything at a miserable level then let them earn their way up. Here are some fields I suggest editing:

For Science:

; SETTING:  stationSensorRange
; USE: how many meters away can a station detect an enemy?
; ACCEPTABLE: 5000 to 100000
stationSensorRange=50000

; SETTING:  playerSensorRange
; USE: how many meters away can a player detect an enemy?
; ACCEPTABLE: 5000 to 100000
playerSensorRange=50000


; ----------------------- Probe Torpedo Data --------------------------------
; SETTING:  lowStartStationTorpPro
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpPro=0

; SETTING:  highStartStationTorpPro
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpPro=4

// replaced editable torpedo values
damageTorpPro=0
speedTorpPro=9
turnTorpPro=0.02
minutesToProduceTorpPro=1

; ----------------------- Tag Torpedo Data --------------------------------
; SETTING:  lowStartStationTorpTag
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpTag=0

; SETTING:  highStartStationTorpTag
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpTag=4

// replaced editable torpedo values
damageTorpTag=0
speedTorpTag=3
turnTorpTag=0.02
minutesToProduceTorpTag=1

For Engineering:

; SETTING:  energyUseCoeff
; USE: adjustment to total amount of energy the player ship uses over time
; ACCEPTABLE: 0.2 to 3.0
energyUseCoeff=1.0

; SETTING:  stationEnergy
; USE: Amount the station gives you when you dock
; ACCEPTABLE: 500 to 2000
stationEnergy=1000

; SETTING:  playerShieldRechargeRate
; USE: How fast player ship's shields recharge
; ACCEPTABLE: 0.02 to 2.0
playerShieldRechargeRate=0.4

; SETTING:  overloadThreshold
; USE: Systems heat up if the ship has more than this minimum of energy
; ACCEPTABLE: 1000 to 6000
overloadThreshold=4000

; SETTING:  overloadHeat
; USE: Systems heat up this much if the ship has more than the overloadThreshold of energy
; ACCEPTABLE: 0.0 to 5.0
overloadHeat=1.0

; SETTING:  energyCoeffFrontShlds
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffFrontShlds=5.0

; SETTING:  energyCoeffRearShlds
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffRearShlds=5.0


For Weapons:

; SETTING:  energyCoeffBeams
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffBeams=3.0

; SETTING:  energyCoeffTubes
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffTubes=1.0

; SETTING:  energyCoeffTactical
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffTactical=1.0

; SETTING:  playerBeamDelay
; USE: time delay between individual beams firing, so all beams don't fire at once
; ACCEPTABLE: 0.0 to 1.0
playerBeamDelay=0.3


; SETTING:  torpEnergyValue
; USE: energy you get for sacrificing a homing torp
; ACCEPTABLE: 1-
torpEnergyValue=100

; SETTING:  torpEnergyCostValue
; USE: energy you pay for creating a homing torp
; ACCEPTABLE: 1-
torpEnergyCostValue=150

; SETTING:  beamDamageCap
; USE: max damage an enemy beam can be, relative to the difficulty level
; ACCEPTABLE: 3-10
beamDamageCap=7

; SETTING:  friendlyBeamDamageCap
; USE: max damage an ai ship beam can be, relative to the difficulty level
; ACCEPTABLE: 3-10
friendlyBeamDamageCap=3

; ----------------------- Buoy Torpedo Data --------------------------------
; SETTING:  lowStartStationTorpBoy
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpBoy=0

; SETTING:  highStartStationTorpBoy
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpBoy=4

// replaced editable torpedo values
damageTorpBea=0
speedTorpBea=3
turnTorpBea=0.02
minutesToProduceTorpBea=1

For Helm:

; SETTING:  energyCoeffManeuver
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffManeuver=2.0

; SETTING:  energyCoeffImpulse
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffImpulse=4.0

; SETTING:  energyCoeffWarp
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
energyCoeffWarp=6.0

; SETTING:  energyCoeffJump
; USE: coefficient of how much energy a jump uses (* distance)
; ACCEPTABLE: 0.01 to 100.0
energyCoeffJump=0.9


; ----------------------- Homing Torpedo Data --------------------------------
; SETTING:  lowStartStationTorpHom
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpHom=10

; SETTING:  highStartStationTorpHom
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpHom=30

// replaced editable torpedo values
damageTorpHom=25
speedTorpHom=3
turnTorpHom=0.02
minutesToProduceTorpHom=3


The artemis.ini file doesn't give much for Communications of Fighter Pilot. You might need to run a mission script to help them level up. I have ideas on how to do that if you are interested.

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ogremasch

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Reply with quote  #5 

Thank you! I appreciate the suggestions and may take the approach of limiting the ships abilities and then boosting them upon gaining levels.

I think this is exactly what I was looking to do. That being said I have given the idea more consideration and think that I may try my hand at crafting custom missions and adding the scenarios into the GM Module. I have a lot to learn but the Armada Module having some scenarios in it already (Thanks Mike) is going to be very helpful in crafting mini missions or plot points to add to games.

For example I had tried to add a spy onboard the ship that was messing with the ships sensors and engineering settings and causing other havoc while keeping the immersion up and the typing of messages to the Comms station got to be a lot to handle in addition to the other things I was doing at the time. I think that I will try to find small plot points that I can add to the typical search and destroy type of missions so that I can control the narrative but let the computer handle the minutia.

I previously developed an away mission generator based on common Tropes for such mission. I am going to convert that mission generator to create plot lines for the GM missions then develop specific plot elements that I require minimal tinkering through the GM console to enable me to disable the ship through espionage or interact with the space stations, or maybe adding some cargo convoys that are sneaking contraband through the system and need to be scanned and communicated with to discover if any of the cargo ships need to be rerouted for inspection. The goal is to create little diversions that the crew can handle, once I have enough then I would like to implement the point system to enhance the player experience. I may use a mix of the point system and the station leveling described above.  All of this is dependent upon time available for tinkering.

My mission creator is very much a work in progress but some of the missions it generated are listed below and the excel file is attached for anyone that wants to take a look at it so far.

Mission type:Ambassador escort
current situation to be aware of:to a negotiation
In addition there is:Mysterious illness(mind altering)
The NPCs are:Unknown
  
Alternate or additional Complication:Boost to Luck

 

Mission type:Criminal Investigation
current situation to be aware of:non crew member
In addition there is:Computer Virus
The NPCs are:Friendly
  
Alternate or additional Complication:Weather/natural disasters

 

Mission type:Pursuit
current situation to be aware of:spy
In addition there is:Romantic
The NPCs are:Enemy
  
Alternate or additional Complication:Alien radiation causes temporary super healing/super powers

 

Mission type:Search and Resue
current situation to be aware of:Looking for an NPC crew member
In addition there is:Computer Virus
The NPCs are:Enemy
  
Alternate or additional Complication:set upon by natives/rebels

 

Mission type:Intel Gathering/Espionage
current situation to be aware of:prison break planning
In addition there is:Boost to Luck
The NPCs are:Unknown
  
Alternate or additional Complication:Unfriendly Locals

If interested Open the excel file, double click in an empty cell on the Mission tab and hit enter, a new mission will generate. all of the cell are unlocked so feel free to edit any of the cells or the missions etc to your liking.

the sheet will generate a random mission type and fill in the blanks of story elements that can be built around. I created it to help me come up with interesting away missions when I was going to do a DND type away mission between ship missions. I think that I should be able to convert these plot devices into mini plot elements (For the most part) and add them to the possible scenarios that are available in the module Mike put together.

Things like a Computer virus could be interesting as it jumps from station to station and impacts the performance of each station differently. to get rid of the virus the engineer might have to set the ship to auto destruct or destroy the nodes in the infected system or fly through a particular nebula, meet with a particular space station etc... Not certain yet all just random ideas.



 
Attached Files
xlsx Mission creator.xlsx (23.39 KB, 1 views)

ogremasch

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Reply with quote  #6 
I discussed the station hampering/ buffing with one of my players that is a regular and they are totally on board with the idea. I am excited to try to implement the leveling system and I really appreciate the help.
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