Author Topic: Spawnpoint - discussion  (Read 3882 times)

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Marco2001

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Spawnpoint - discussion
« on: December 21, 2010, 07:25:28 PM »
The concept of gaming involves a place where players start off. This place is called a spawn point. How should players spawn for the first time and later on?
In the latest MCO gameplay players spawned dirrectly inside cohab - in the med-area.
I think this is a bit unreal, and spoils the reality of the simulation. Player spawn should be as realistic as possible, and should include the story you are in.
I have no idea how it will look in the final stage of the game (MCC), but her's an idea that maybe could help...

1. Players create a server.
2. Players spawn inside MAV (Mars Ascent Vehicle) which is about 2 km from the base.
3. Players go to the COHAB (main base) using the rovers nearby or on foot. 
4. After few minutes MAV lunches and goes back to orbit. If someone is inside, he will be logged-out thus preventing him from dying from lack of O2/Power in his EVA suit. Players need to get away from the blastoff area, becouse they can die.
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5. Whenever a new player comes visit the server for the first time (that is: whenever a new "emploee" comes from Earth) the MAV will land again.
6. Other players can go pick him-up using the cohab rover.
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7. If someone disconnects from the server they'r avatar stays behind, and consumes oxygen/power and gets hungry and thirsty. Player can either call and go inside the MAV to logout safely, or go to bed. Then his avatar is safe and when player gets back the avatar is ready to go.
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8. If avatar dies (possibly from loging out by the player without securing the safety of his avatar) he will need to land inside MAV again. Other players can go pick him-up and go with him to the base.


Not only this solves the "reality" of spawning dirrectly into Mars colony, but it gives the thrill and the first obstacle to overcome. Players will have to team-up at the start and go together to the COHAB. They won't start playing "right away", becouse they need to reach the base first, and by doying that, they will gradualy understand the surroundings.

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Ivanpet

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Re: Spawnpoint - discussion
« Reply #1 on: December 22, 2010, 02:10:18 PM »
agreed @Marco realistic and ineresting ... so I think this will can implement only after game engine will be completly functional and stable like beta version.

aozeba

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Re: Spawnpoint - discussion
« Reply #2 on: December 23, 2010, 03:57:43 AM »
I like the Mars ascent vehicle for the first players, but are we going to have this thing landing every few hours or even every few days? Seems like a lot of energy (both in "real" terms and in gaming time terms).

I had this idea a while back about stasis pods. Basically we would have new players wake up from hibernation and stumble around for a little bit while an NPC "rehabilitated" you, and use that as a tutorial.

This also solves the problem of whats going on when a player logs out for days or weeks at a time.

Of course, hibernation and stasis is a bit science-fictiony, but then again so is having a spaceship landing and taking off every few days.

Another way to do it would be to have the people who start the server come in on the MAV, and subsequent players get woken up from hibernation. There may even be some tasks associated with maintaining the hibernation section of the base.

Or, have each MAV bring in, say 20 stasis pods, so that every 20th player comes in on the MAV but the next 19 have already landed.

It would also make sense because if you had limited energy and food and oxygen on a mars base, but wanted to have enough people and expertise to do everything you needed to do, hibernation would be extremely helpful. You can bring lots of people with you but only wake them up when you need them.

thedubman

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Re: Spawnpoint - discussion
« Reply #3 on: December 23, 2010, 07:49:27 PM »
Yes be nice if a 'new game' or start of missions etc if players where treated to a bit of landing animation (cut scene?) ie start of in orbit, have some nice vibration and red glow (like in right stuff film) effects. Landing and then players open hatch and game begins..

I can't see why you cant use 'stasis pods' as a means of 'explaining' what happens to players when they log in/out.. 

Its fair to say those parts of the sim could be 'fluffed up' to give a little backstory etc to help with the transition to realisum..

Spawns if you die have been dissused before, be it that if you run out of o2/power you are in a 'mini-stasis' until you are revived to spawing to a hab if you 'die'..

I think server side 'difficulty' and/or options where to be considered to allow such options..

Of course these things will not be worked on until the end..


Cant wait for Challenger,,.. I guess its not gonan be ready for xmas. lets hope its here for the new year..

Mecanico

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Re: Spawnpoint - discussion
« Reply #4 on: December 28, 2010, 08:23:26 AM »
I have another one idea: Personal Re-entry Capsule. Small, cheap and "tight as Soyuz" one person, one time use capsule able only to bring You down to Martian surface and land safely, using only small RCS for re-entry attitude control, thermal shield for entry, parachutes in mid- and low-atmo breaking and airbag for touchdown. Oh, and strong radio beacon, Search and Capture Team have to know where did You scratched Martian surface:D And just after landing they are near You with Rover.
Entire procedure may be implemented as animation played once for new player. In registration form there should be field with "landing windows" (real time windows, when someone of existing players will declare to be on-line for SCT service). After registration player have to wait for chosen window (not to long, max 24h). SCT service player will be noted about time and zone of landing, so he only need to take Rover and go to that zone for new player.
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pad69

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Re: Spawnpoint - discussion
« Reply #5 on: December 28, 2010, 11:20:07 AM »
I like Marco2001's Idea; But aozeba and Mecanico have variations that can be incorporated or used as alternate decisions for the game. Nice everyone  ;D
Murphy's Law applies "Anything that can possibly go wrong, does." or some say it this way "If anything can go wrong, it will.