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Actually what I meant by AI doing such things would be the crew and only the crew, I guess I should explain how this works in my head lol.

so you have your Captain, he has base stats in each of the fields

you have #2 (like the Wife but ... not the wife... ya, no) he has his base stats, his advice is based on his base stats

then your crew member that is assigned to lead a department (diplomacy, medical, the pew pew is combat so on and so forth)

So it rolls all these guys stats into and overall state that represents the ship's ability on this task

EXAMPLE TIME! :)

you are negotiating a trade pact between two planets, your captains diplomacy stat is 5, #2s is 3, and the Coms officer is 6. you have a total of 14, which affects the chance of a deal or the result of the deal (a lower diplo will make a deal for 1 year of trading with no essential items, while a higher will give a deal that last 5 years with essential materials being traded)

I guess what I am trying to get at is how the stats of the individuals affect the overall ship and the involvement of them in missions.

The traits, ambitions, and Focus type things add some personality to the characters and gives an interesting mechanic to play with to improve the ship's capabilities.

I also get that you are one guy and this is some complicated math things, why I didn't want to go so indepth with it since its not super important compared to the rest of the functions of the game.

Well, you're lumping a few things together that are worth thinking about separately.

If you want to just consider how stats affect the missions in the game, that's pretty cut and dry. The team you create for that mission (which might include your captain and first mate) would be the ones making progress, and it would certainly depend on their stats - in addition to facilities aboard the ship.

Right now, as a prototype, each mission has a number of points required, and a level of difficulty that divides the number of points you try to put into it. Missions frequently also have phases.

If you were going to scan BX9, you might need 30 points at 2 difficulty. Scanning missions require scanning hardware, such as the antennae I've already put into the game. Those antennae create 1 point per day on their own. If you had one antenna, it would take 60 days - each day you'd add 1 / difficulty to the total. At the end of that time, you would move into the next phase, which would probably require landing on the planet and doing more stuff like that down there.

However, that's with minimal attention. If you assign crewmembers to make the most out of the antenna, those specs can change. Right now it's set up so that the antenna will reduce the mission difficulty when manned, so manning it would cut the time down substantially depending on the relevant trait on the crewmember and how many stat-boosting items are near her bunkroom.

In the prototype, contested missions such as negotiations and tracking down enemy ships would have both sides run with the same stats, but inverted. That is, from my side the mission has points and difficulty, and from your side it has difficulty and points. The more progress I make, the higher your difficulty becomes, and visa-versa. Then, when either side reaches a specific number (100?) they win, and it's easy to tell how far ahead they were when determining the outcomes.

I haven't settled on this 100%, and things may change some, but you can see how it works in essence.

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o I see, i think. I am talking about a consistent progression. You finish a mission, and it produces an output and the story goes on. whereas when the mission is complete that is the end of the progression along that story line. the only output is the effect on the crew?

Why would that be? All the outcomes can be easily saved. Characters saved to be seen later; planets altered by whatever happened, saved to be visited later; factions changing their opinions of each other...

Senpi your mighty wisdom is beyond my megaer understanding LOL!

Well, it's all hot air until it's programmed.