Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +4.7 Days

Search

Anniversaries

22th - Tellaris
17th - Oskar von Reuenthal

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » How Scenario's should work
 Author How Scenario's should work
JediKnight
Admiral

Joined: April 23, 2002
Posts: 356
From: Jacksonville, FL
Posted: 2003-07-23 17:27   
Ok a scenario should work as such:

At the beginning of the scenario there is a short 2 minute period where players can choose stock ships and communicate with teammates as to a course of action, kinda like keeping the horses behind the gate.

Lets take for example that it is a UGTO/K'luth map. The Uggies are released next to a planet the only planet that has been captured already. Their orders are to create a foothold into the system for say 60 minutes at which point the scenario ends if the Uggies have not lost their home and have captured the required planets they win and get a few bonus points for winning not to mention all the points that simply come from playing. Continuing the map would continue and players would get briefed again. And so on and so on.

I guess the main points being:

1. This is a scenario with objectives, the planets should all be already built and the only thing players should have to worry about is action. In fact have most of the planetary functions locked out.

2. The stall time at the beginning of the map will allow players to form groups and plans from the beginning.

3. They will be SHORT. and restart often and will not be a real means for people to gain huge amounts of prestige, but just enjoy the game. then again if you're blowing people left and right you WILL get lots of prestige.

4. Perhaps even make the scenarios servers into training simulations and make it so that once you're over silver in any area you won't get points added while in scenario.

5. I like beer.

6. Make it an Admiral server, we don't need stations.

7. Let demos play in here, action will draw people to DS.


enough ranting for today

Tom
_________________


  Goto the website of JediKnight
Lupino
Cadet

Joined: March 23, 2002
Posts: 359
Posted: 2003-07-23 17:49   
I like the idea of scenarios with, ya know, scenarios

Instead of the current systems, the players join a side, then enter a chat box with the rest of the team in the Ship selection screen, where they can talk to each other about which ships everyone should get. You then select your ship (your ONLY ship too, unless otherwise) and go out to complete the mission. There is also a limit on what ships you can bring . ex. Only Dessy and under for Escort the Convoy (that is what they're ment to do, right?) but you can bring a Station for Invasion.

I can think of plenty off the top of my head:

Under Siege- Planet A in System B is currently being blockaded by hostile ships and platforms. Planet A's owners must break the siege by destroying most or all enemy ships and platforms within X distance of planet before the 15-20 min timer runs out and the planet surrenders.

Escort the Convoy- Convoy of friendly transports has to get from point A to point B. Enemies must try to destroy most or all the transports to succeed, friendlies must protect the transports.

Escort the VIP- Same as above, except it's a single ship holding a VIP.

Beachhead- Force A has to capture X amount of planets in System A to establish a firm hold in the system. Force B must prevent Force A from grabbing X amount of planets before the 30-45 timer is out. Limited respawn per person for both sides(this is just an advance guard, not the main fleet).

Invasion- From previous mission, if Force A was successful in capturing X amount of planets, invasion of the rest of the system begins. Force A must capture 75%+ of the planets before the 60 min are up. Unlimited respawn for both sides.

Rearguard- Depending on who won the last mission, the losing team must protect their final planets for 15-20 min to give their populations and military time to evacuate. Winner from last round gets extra points/prestiege if they can overrun the planets before the evacuation is complete. Limited spawning for defending side (bonus points/prestiege for more ships alive at end of round)

Hell, I'm sure everyone else could think of missions as good or better then mine.

_________________
"Time is the best teacher; Unfortunately, it kills all its students!"


[ This Message was edited by: Lupino [RIP R33] on 2003-07-23 18:01 ]
_________________
\"Time is the best teacher; Unfortunately, it kills all its students!\"


JediKnight
Admiral

Joined: April 23, 2002
Posts: 356
From: Jacksonville, FL
Posted: 2003-07-23 17:53   
SCORE! someone to help me think things thru, thanks
_________________


  Goto the website of JediKnight
Crash003
Fleet Admiral

Joined: July 12, 2002
Posts: 72
From: Chichester, UK
Posted: 2003-07-23 22:27   
only problem is ... the scenario maps would be very short... think about time limits
_________________


  Email Crash003   Goto the website of Crash003
Lupino
Cadet

Joined: March 23, 2002
Posts: 359
Posted: 2003-07-23 22:46   
That's the point, which is why for the short missions there would be only one ship-limited spawn a person, which would require actual TEAMWORK and thinking to complete (not to mention the absurd thought of sending a fleet of Dreads and Stations to protect a convoy ).

Adding more ideas as I think of them:

The Alamo-Force A is surrounded and holed up at fully built Planet A. Force B must try to destroy Force A and capture the planet before 15-20 min are up and a relief force arrives. Limited spawn for Force B, One spawn for Force A.

Revolt-Several of Force A's planets have begun an open revolt, and captured a small fleet of friendly warships. To top it off, Force B has sent a limited force to support the rebels and claim the planets as their own. Force A must prevent this, and both teams lose (a verys small amount) points/pretiege if the planets remain independant. Limited repawn for Force A & B, and one-time spawn for Rebel ships (yes, they are player-controlled, didn't see that coming eh? )

Alien Artifact-An object of unknown origin has been discovered on neutral Planet X. Forces A, B, and C wish to claim this artifact and return it to their labs to study any military application. The planet must be captured, then the artifact is loaded on a special transport that will head for friendly terrirtory, and if it reaches it the team wins. All three sides start with built planets under their control (friendly territory) and limited respawn.

War on the Homefront-Force A has reached to gates of Force B's homesystem. Their goal is to capture the system and its captial planet (or equal points/prestiege if the capital planet is turned into a ball of melting slag ). If Force A captures 50% of the planets & the captial planet, Force B's final mission is to guard the refugee ships as they flee the system (points/prestiege if they can get most/all of them out). Unlimited respawn both sides.
_________________
"Time is the best teacher; Unfortunately, it kills all its students!"




[ This Message was edited by: Lupino [RIP R33] on 2003-07-23 22:58 ]

[ This Message was edited by: Lupino [RIP R33] on 2003-07-23 23:03 ]
_________________
\"Time is the best teacher; Unfortunately, it kills all its students!\"


Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2003-07-23 23:39   
New World

There are 3 teams. Team A is the defenders. Team B are the attackers. Team C are the Reinforcements for Team A.

Here is the short of it. More Detailed below. Team A starts with Planet X. Team B not like this. Team B want to kill/capture Team A's Planet. Team A must hold out until defences are up, and gets some reinforcements from Team C halfway through the map. Limited respawn for Team A. Team A's that run out of respawn are put on Team C, the reinforcements. Unlimited respawn for teams B,C

Team A starts with a owned planet. On it is only 1 Colony Base. Planet type is random. Depending on the type:
Barren-1 Hydro Farm, 1 Dome
Arid-1 Hydro Farm
Ocean-1 Dome
Ice, Terran-1 Starport, and Transport in orbit

Starts off with nothing being available for building. At certain times, a building may become available to construct on the planet. This could be based on planet population. For example: 15 minutes into the game, the planet's population has sufficently grown enough to support a Starport.
Ex II) 4 minutes into the game, the planet's population has grown large enough to support a barracks. (Population increases by 1 every minute, currently) Team A is allowed to fly Cruisers 15 minutes into the game, and into the last 10 minutes, Drednoughts are available (Dependent on planet type)

Also depending on the planet type, the timer is adjusted. For a Terran world, the timer is 60 minutes. For Ice, Ocean, and Arid, 40 Minutes. For Barren, 30 minutes. (Time it takes for planet's population to max out)

Map ends with Defense bases being placed around the planet in the last 5 minutes. They defend the planet for the last 2 minutes. (This is automatic) Reaserch ques are NOT visable, and are not used. This is timer based, and/or population based. As well, the F5 engineering screen is unavailable. Metal limit is not taken into account.

Team B's job is to destroy the planet. At first, they may only fly bomber scouts. About 15 minutes in, they may fly Bomber Frigates. At about 20 minutes, they may fly bomber destroyers (ICC) If not ICC, then nothing happens at this time. 25 minutes in, in the case of a barren, defenses are appearing, so bomber Cruisers are allowed. The availability of these ships depends on the planet type.

As well, at 15 minutes in, Team B is allowed to fly combat, although, only Destroyers and smaller. (Again, depends on planet type)

Team C is Team A's reinforcements, and start off the map. They may only fly Destroyers and smaller, being a group of patrol ships dispatched by Command. They appear in the last 3/4ths of the game. Joiners of this team are started off in the Spectater mode until the last 5 minutes before their designated start time, when they must pick their ships. They are all thrown out at the same time. They must then jump to the planet to assist. If a ship is not picked, then the game randomly picks one for you. Bombers are not available in the list. Team C should also be of the same faction as Team A.

If the hub of the planet is destroyed, team A automatically loses, and the map ends. However, all the buildings must be destroyed on the planet, before the hub can take damage. For this mission, the hub starts with 2x as many hp. Team A has limited respawn. Once a player has run out of respawn on Team A, they join Team C, and become the reinforcements. Team C and B have unlimited respawn. Because bombs have a limit, Team B is able to fly supply ships. However, repeatedly kamikazieing into the planet to get a new ship with new bombs quicker, results in you being STUCK in a scout for the entire game (10 times collision with the planet)
Same for teams A and C. They are forced into scouts for repeated planet collison. For supply and repairs, Teams A and C must orbit the planet. This method is slower, but still works. If the planet has been leveled in the last 10 minutes of the game, excludeing the hub, Team B may attempt to CAPTURE the planet. In the event of a successful capture, Team B is given 2x as much prestiege for this, and, the next map is an invasion of system map, with said planet being started off in said system, with whichever buildings happen to be on the planet upon capture. Team A starts in the center of the map. Teams B and C start on opposite sides of the map.

_________________
Captain of the StarCruiser (Has nothing to do with the img)

The Engineer that could.

[ This Message was edited by: Baikon on 2003-07-23 23:44 ]
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


Lupino
Cadet

Joined: March 23, 2002
Posts: 359
Posted: 2003-07-24 01:02   
That's pretty good, however seems a bit over-complicated IMO.

Here are some more of my ideas, though they are along the lines of rare scenarios then those above

Peace Treaty Negoiations between two of the warring empires have begun on Planet X; however, factions within each empire wish for the war to continue. Force A & B are the factions that wish for peace, and must protect several transports that hold diplomates, ect along their route to Planet X. Force C & D are the factions that wish for the war to continue and must prevent the transports from reaching Planet X. However, Forces C & D appear to be friendly until the conspiricy is revealed (i.e. they fire on the transports). 15-20 min, one-time spawn.

Eject! Eject! The crew of the ______ reported a reactor meltdown around Planet X and fled on their escape pods before the ship blew. They are now floating helplessly around somewhere in Area X, and reports indicate enemy forces are planning to intercept the escape pods. Force A must search Area X and save the crew from certain torture before their 25 min of air is gone. Force B must capture the crew to return them to their planets for torture, ect. One-time/limited spawn.

The Name is Bond, James Bond Agent Q has signaled he has gathered important information to the war effort, but the authorities are on to him and he must escape, now. Player A (as in singular ) is told which planet Agent Q is on and must pick him up and escape. Force B is not told where Agent Q is located, just that he's on one of the planets and expecting to be picked up. All planets are lightly-moderately armed in dbases, fighters, and sensors. 15 min, one-time spawn.

Big Boom Boom Forces A and B have been fighing over system X for so long, they've just now realized it's about to Supernova!!! In order to evacuate the planets, Transports must be sent to pick up all military personnell (if possible, you'll also see the civilians escape on their own ships too ). You can however prevent the other side's evacuation by destroying their transports (which are rather slow in picking up troops ). Point loss is determined by how many planets are left when the sun goes supernova, and if your ship is caught in the blast = major (read: minor, just so people won't be freaking out ) point/prestiege loss.
_________________
\"Time is the best teacher; Unfortunately, it kills all its students!\"


Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-07-24 01:33   
The plan is to eventually work scenarios into the MV I believe.
_________________


Max Kepler
Fleet Admiral
Templar Knights


Joined: March 08, 2002
Posts: 589
From: ICS Victory
Posted: 2003-07-24 01:58   
LOVE the ideas, guys. I'd love to see the Scenario like this.
_________________


  Email Max Kepler   Goto the website of Max Kepler
Valerius{DK}
Grand Admiral

Joined: August 03, 2001
Posts: 595
From: Island of Zealand
Posted: 2003-07-24 02:09   
I like the idea of trainings sims.

Myon
_________________
Been dealing out lag in your neighbourhood since 2001


  Email Valerius{DK}
Page created in 0.017582 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR