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Wetkitty

Missions and Lore

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I was thinking of a mission design that will require certain items to complete. For example a sneak mission type might require a specific shuttle class to complete. This way, if the mission system is stable and  awesome, there will be no useless ships and players will not be forced to scrap the old ships so fast. Also i was thinking of a sort of mission generators, where you can select parameters for the missions you are looking for and for certain reward classes. For example you are searching for a Infiltration Mission type, or Seek and Destroy, or Rescue....You can adjust difficulty from Very Easy to Insane. And you want to be paid in certain currency or items. There will be some conditions too, for example Infiltration missions might require a low profile Hull.

As for Lore, i had this idea of a space monster Boss NPC covered on ship hulls, it is attracted to energy and uses the defeated ships to cover itself as in a sort of a shell, merging and using some of their engines and weapons systems. I would call it Dark Hunger and is a Raid Boss. Its origins are artificial, it was created as a sort of AI to coordinate a group of CyBots tasked to build the first ring of a Dyson Sphere, but it went mad and rogue because the star affected it unexpectedly, now is roaming the space around a black hole, what is left of its star, always seeking to merge with whatever ships are crossing its path.

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Dark Hunger is also able to revive a new one if you kill it, another will spawn again after some time around another Black Hole, so is never in the same place and it has a limited number of avatars. But with a specific corporation Quantum scanner, they can be detected all over the universe. It will carry a lot of interesting loots! When you fight it will shoot back at all raiders with various weapons and use nasty tech effects on their ships. It can be overwhelmed because its damage is divided among the participants, so more participants, less damage.

 

Edited by Wetkitty

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Going further with it, going to picture how a raid works, perhaps some of these ideas can be put to good use. So, picturing me and my Corp are going against DH. First, we have to use certain ships to do it. Dark Hunger has Oscillating Field Generator, which provides multiple layers of protections against all damage types, but there's a trick. It cannot provide protections against all damage types simultaneously. Its base color will also change because of the field surrounding it.  When it turns Purple, we will have to attack with Yellow damage type, which is some energy types like common Lasers, Death Rays and Scintillated Mags. When it turns Orange, we have to use Blue damage type, which is Particle guns, Eviscerators and Quantum Trays. When it turns Green, we have to use ol' fashion Red kinetic damage, anything that shoots accelerated matter, like Gattlings, Torpedoes and Corrosive or Swarmers. so far it might sound simple, but this boss is tricky, if you shoot it with the wrong color it will heal 10 times the damage. It might also disable shields for few seconds, so your hulls have to be pretty tough. The boss does constant X damage on all layer types, using the weapons of those ships it integrated. But X is divided by the number of raid participants, up to a maximum, if there's too many, the boss will flee and regenerate for short time, then come back shooting harder. The numbers offer us other advantages. For example Dark Hunger is so mad and hungry that its Logical Systems are on a complete override, each 20 seconds it will be Confused doing nothing, for 2 seconds if we are 5 players. If we are 10, it will be Confused for 5 seconds. If we are 15, DH suffers Shortages on top and its shields fail each 30 seconds for 2 seconds. If we are 20, DH will no longer regenerate on other color damage types than its own shield which will switch randomly primary colors now, for example you can shoot Red and Blue when DH went Yellow. But if we are 25 or over, it goes into rampage multiplying damage and stats, so best raid team is 20-24. The resources and loot will also be divided to raiders, better personal gains if you kill it with a team of 5, is doable but long and hard time to do it. Also, the damage done on us is decreased according to distance, so weak hulls should have long range and fly on the back. Each player controlling 1 hull in this instance, each has a on-off screen button to attack. When DH drops shields, it will no longer heal on any damage but release a protective cloud, absorbing a lot of hull damage, and release low hp drones with high damage, when drones are fighting, cloud effect is off, when drones are dead takes a time to spawn new. When DH  is at 10% hp, it will trigger a 10s countdown that will kill all shooting ships in the next 30s time period, also apply some regeneration to hull. This can be disabled with Corrosive weapons or drones, which aren't technically shooting, but launch some large or nano fighters.

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