Author Topic: Player Made Parts  (Read 7739 times)

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Hyper

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Player Made Parts
« on: November 15, 2014, 11:52:06 AM »
We have added the ability for players to make the sub sections of the equipment.
As you add sections to your base (like life support) the water separator will have a controller and a mechanical unit. The quality of these sub units will be level 1.
Players can take a level 1 unit and try to make a level 2 or 3 unit. Higher quality units will last longer and produce more and of course be more valuable. Buy, sell or trade the parts to other players.
The same will hold true for all the other main equipment pieces that have sub units.
The system is in and being tested now.

Balazur

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Re: Player Made Parts
« Reply #1 on: November 25, 2014, 01:44:07 AM »
We have added the ability for players to make the sub sections of the equipment.
As you add sections to your base (like life support) the water separator will have a controller and a mechanical unit. The quality of these sub units will be level 1.
Players can take a level 1 unit and try to make a level 2 or 3 unit. Higher quality units will last longer and produce more and of course be more valuable. Buy, sell or trade the parts to other players.
The same will hold true for all the other main equipment pieces that have sub units.
The system is in and being tested now.

On behalf of the God of Upgrades I thank you... :)
If this process will be influenced by some skills it would be awesome way to satisfy a player's perfectionistic needs...  ;)

Hyper

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Re: Player Made Parts
« Reply #2 on: December 03, 2014, 05:06:20 PM »
This should depend on the player skill level. As you make things your skill will go up. A level 1 skill would have a hard time making a quality 2 product say 20% of the time whereas a level 5 skill would make the object 80% of the time. I feel there should be a chance for a noob to make things and a chance for a master to fail.

rditto48801

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Re: Player Made Parts
« Reply #3 on: December 08, 2014, 08:25:43 PM »
What happens if an attempt to make/improve/upgrade an item fails?
Are some or all of the materials wasted/lost? If an item was being upgraded, is it left intact in its original form? Or does it result in a 'broken' item that needs to be replaced, which could be salvaged to recover some of the materials/parts used, or that can be repaired/rebuilt?

Would there be possible 'quality levels' for items/parts?
Be it via a prefix system (like the bazillions of action RPGs and Diablo clones use, nothing fancy, just stuff like 'poor quality' or 'high quality'), or perhaps a partial failure or rare success that shifts the item level down or up a level. Basically adding in a 'level 0' item that is not much, but at least works for a 'partial failure' at making a level 1 item/part, or a (max level +1) item that has a slightly better bonus than the (max level) item/part, but a fair bit more reliability/durability/lifespan so it lasts a fair bit longer.
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Hyper

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Re: Player Made Parts
« Reply #4 on: December 16, 2014, 08:16:04 AM »
Right now you take a qual 1 item, add a repair kit and something else and try to make a qual 2 item. On fail I have it so you lose the other items but the base item will stay intact. I have been considering returning the resource instead of the item but that may be a bit much. Game wise there has to be a risk/reward or it would not be fun/challenging
Been working on base building and should have a new test soon, you in for that ?

rditto48801

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Re: Player Made Parts
« Reply #5 on: December 20, 2014, 10:50:40 AM »
Perhaps there could be a chance, even if small, to keep a repair kit if an upgrade fails?
Is the repair kit used up on a successful upgrade?

On the topic of using up tool kit, could they (and perhaps some other items/parts) have 'quality' be applicable to them? That is, to have more expensive versions that have multiple 'uses', or have some bonus to success or other reason to use more resources on what might otherwise be a single use item.
Or maybe have a 'higher quality' version be like a portable container that holds several copies of the same item, or a 'package' that is added to storage to spawn multiples of the basic item. Like a 'part' or 'tool kit' version of the food or medicine packs in the early MC:C stages.

While the chance to try the newest version sounds interesting, I've been dealing with a lot of things in the past few months, so I don't know if I would be in the right mind set to be a proper 'tester' at this time.

Edit:
I had some related ideas.
Was going to post in the Gameplay topic, but it pops up a 'warning' about not bumping older threads unless needed. And I don't know if this stuff best put here, the gameplay thread, the base building thread, etc.

Of there being options for 'alternative' parts/components/equipment for building up or otherwise maintaining a base.
Stuff that brings things like MacGuyver and Apollo 13 to mind.
Jury rigging, improvising or otherwise cobbling together parts or equipment when things don't go as planned.
Like MacGuyver, those kind of skills to jury rig stuff would be invaluable asset for a remote colony (and for groups of 'trouble shooters' at the main base or back at 'Mission Control' on Earth). It gives a reason for there to be an option for jury rigged/improvised stuff meant more for emergency situations or resource shortages. It also makes me wonder if Swiss Army Knives would be an applicable tool for Martian colonists... Imagine getting your nice new base up and running, and realizing there is no way to make oxygen. Maybe initial supplies are missing one or more separator components, or the water pumps, or the separator in general, but there are materials on hand to make something like oxygen candles, or to recycle the present air (e.g., a greenhouse using some space for plants that are good for air but not food), so things can be kept going until the proper stuff can be made or delivered.

Some 'events' could focus on such situations relating to how many parts or tool kits might be on site. A hidden requirement for such events being the player has what is needed for an improvised item, but not what is needed for a full replacement. The basic goal being to utilize improvised stuff to keep things going and keep equipment 'working' until proper replacements (or resources to make them) can be acquired.

Also on the subject of making jury rigged parts. An optional 'mission' (or very hard difficulty 'start') that involves having to jury rig a basic 'abandoned' outpost into some semblance of basic operational capability, and work from there to getting it fully fixed up and working. One possible basic premise, a rover breaks down and getting stranded, the only chance for survival is to use an old outpost that was previously abandoned for some reason. Either to hold out long enough to await rescue or re-supply, or actually getting it up and running and making it self sufficient to some degree, making it a fully operational base. Or simply being assigned to see if the outpost is salvageable and still viable. For background stuff for such a situation, perhaps an NPC is thought to have 'abandoned' it as being a lost cost, with the mission commander feeling said NPC simply gave up to quickly, that available materials were not properly/efficiently used. A good test of getting a base up and running with minimal initial external support/supply by utilizing whatever is on hand.
Or just seeing how much someone can do with the Martian equivalent of a lemon in base form.

Maybe there are some useful and usable ideas or bits of inspiration in that bit of random stuff that you can use at some point or another.
« Last Edit: December 20, 2014, 11:05:12 AM by rditto48801 »
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Hyper

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Re: Player Made Parts
« Reply #6 on: December 20, 2014, 04:51:55 PM »
I sent you a link to play the new version some did you not get it?

rditto48801

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Re: Player Made Parts
« Reply #7 on: December 20, 2014, 08:26:37 PM »
Yeah, I did. I had checked my email a few hours after I made my previous post. I finally got it downloaded a little bit ago.
As I said before (buried somewhere in my previous post), I have been dealing with a lot of things recently.
Simply put, feeling down makes it hard to get into the mood for much of anything.
I'll try to make some progress if I can get into the mood for it.
Boldly going forward, 'cause I can't find reverse.

Doctor Watson; Proving that being wrong means being one step closer to being right.

FlyingCheeseCake

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Re: Player Made Parts
« Reply #8 on: December 30, 2014, 08:56:24 PM »
Hyper, when you say "subsections" of equipment, do you mean components along the same vein as V1 or something different? I gather the outcome of using higher tier subsections is an improved or more efficient operation of the equipment in question, which is awesome; I spent far too much of my time in V1 coming up with creative expletives aimed alternatively at the separater and the sab in order to encourage them to work faster  ::).

Also, does this system only apply to base equipment, or will there be quality tiers for portable equipment as well (i.e. augers, GPR, etc)? How about rovers or EVA suits?
I always liked deadlines...I love the whooshing sound they make as they fly by.

Hyper

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Re: Player Made Parts
« Reply #9 on: December 30, 2014, 10:30:21 PM »
There were 4 parts to each unit that was reduced to 2 with 3 quality levels. Players can make GPR shots now and they have better range.