Drones 'N Droids + Player Contract Creation Ability

bnainz shared this feedback 8 hours ago
Not Enough Votes

Firstly, Drones 'N Droids:

Basically, these two threads, one on .25m parts for drone creation:

https://support.keenswh.com/spaceengineers2/pc/topic/50967-drone-support-more-25cm-blocks

The other being a 'Mech Leg Controller Block', or as I also added in his thread, a mech leg part that 'works' like when building with wheels:

https://support.keenswh.com/spaceengineers2/pc/topic/52700-new-block-reccomendations#comment-110369

...then you combine those two, with an a.i. controller module, to get...droids!

Little small droids with wheels that can drive around your base, or humanized droids that you can build up with the mech legs attached to whatever you build on top with .25m blocks. Or giant drones 'n droids. Make a cargo droid, farmer, defense, flying, etc. Opens up a whole other level of creativity for the player. Tons of ideas that will organically emerge from it.


Secondly, Player Contract Creation Ability:

The ability for a player to create contracts, and the ability for NPCs to accept contracts (they can accept both from the player and from the in-game a.i. contract generation) Unify all that into one interface (the contract screen), with 3 tiers of scope: Individual, within a group, and group to group. Some sort of menu like X4, Distant Worlds Universe, or Kenshi where you can cue up orders that will populate on a screen, and a monitoring ability for the creator/receiver on your UI, Map, or LCD.

Why those 3? Philosophy/Theology, such as Marcus Aurelius 'Meditations', like the three fundamental relationships for a human:

1. Individual: Assign a contract to an NPC you can hire. Can be with money, resources, components, etc, or none. Mainly a way to interact with NPCs you hire, or when online with a friend the ability to give coordination for your goals that will be able to populate and track on-screen. Type of contracts can an be to mine an area, build a blueprint you created, to attack or defend, to escort, transport goods, go buy/sell, etc. Or even just a map marker.

2. Group: A type of command/mission/order for a group of people (a mini-faction, or actual faction commands if we can create one). Grand goals like total amount of a type of resources to collect, fleet commands, battle commands, movement coordination on the map, base commands, and economy stuff, if added, and etc. Or ship operation commands, with a player crew.

3. Group to Group: Faction stuff (if we can create one). Types of things for a large organization. Economy stuff as well, if developed. Overall Faction to Faction types of interactions. Would be cool, can set up a 'living universe', if we can set that up (on a custom game settings, edit faction behaviors and goals, maybe. Or on a server, the admin can control the factions settings easily)


Then Finally, combine drones 'n droids with NPCs, in their ability to accept your contracts. Opens up a whole other level of gameplay for a player or with servers online.

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