#Deadspace pockets

6 messages · Page 1 of 1 (latest)

rough hamlet
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I suggested something similar as a separate roguelite gamemode, and apparently that's being though on.

But there's something I'd like to see in carrer, it's a gate that brings you to a space right outside your solar system, where you fight a bunch of ennemies (might be faction ennemies !) to go from pocket to pocket, and in the end you land in a pocket with very valuable loot. (You find a uranium enrichment center, or a tri-steel storage facility, or a diamond processing plant. Unique buildings who's sole purpose is to be looted in the end of the deadspace pockets.

There can be anywhere from one pocket to three pockets of ennemy before you get your rewards. The pocket is kinda independant from the system it's attached to, you can pause independently from other players in it. Each gate is one use only, however there's a 30 second mercy period before it deactivates and self destructs so that more ships can jump in.

Whatever happens, you either win and get out or lose everything you sent. Pockets, once completed, yield a lot of fame, and may affect faction reputation.

Rarely, you may find strange ships in Deadspace Pockets, ships not belonging to any faction. In lore, these are explorers who found themselves dragged in a deadspace pocket and over the years their ships became unrecognisable, kinda like Fringe but worse. Some of them will fight you and others will flee you.

Deadspace pockets may feature a ROD that closes in on the exit gate, except for the loot pocket.

(Yes this is inspired by eve online aah)

slate verge
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I missed the last line and was thinking "that's eve online, isn't it?" Haha

I actually think some kind of "dungeons" could be pretty cool for Cosmoteer. I'm not sure how it would work simulation-wise, though. It definitely can't have time work independently from the system - that's just not technically feasible

rough hamlet
# slate verge I missed the last line and was thinking "that's eve online, isn't it?" Haha I a...

That idea where time is independent is for multiplayer. I think it's possible through having multiple single player games on the same world who sync their save files to have 2 players in 2 different systems in a single lobby. That would require a bit of work.

-> 2 players in same system behave like normal
-> when a player changes systems it opens a new "game", that only syncs with the other's player file when needed. (when the other player joins, the second player leaves that new system empty by switching system, anyone is saving the game...
-> When a player joins your system, do a resync and add the player ships near the corresponding gate.

I dunno if it's moddable, I could probably try but i'd need to study how cosmoteer handles multiplayer in the first place, and learn to mod in the second place.

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Reminds me when they tried to do ocarina of time multiplayer

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First they hosted everyone on the same world, simplest solution, but they all had to share the same camera

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Then they made everyone play a solo game, but you would transmit your position to other players and that would spawn fake players on their world