Aiakon2006-02-05 22:09:34
Aethervoyages take a long time. We can tesseract out of an aethership, but you can't tesseract back in... and inevitably half your crew has to leave the realms half way through. Or, in my case, currently, ALL OF EM. Would be nice to have some means by which you could have people port in. A Teleporting module? Costing a little bit of ship power? Or something similar?
Narsrim2006-02-05 22:38:56
QUOTE(Aiakon @ Feb 5 2006, 05:09 PM) 254469
Aethervoyages take a long time. We can tesseract out of an aethership, but you can't tesseract back in... and inevitably half your crew has to leave the realms half way through. Or, in my case, currently, ALL OF EM. Would be nice to have some means by which you could have people port in. A Teleporting module? Costing a little bit of ship power? Or something similar?
This would botch ship combat, I think. It would be viable to wait until being under attack, oh guys - we've rammed and our boarding, *teleport in army*
Athana2006-02-05 22:40:40
We need aether-monoliths!
Aiakon2006-02-05 22:46:19
QUOTE(Narsrim @ Feb 5 2006, 10:38 PM) 254495
This would botch ship combat, I think. It would be viable to wait until being under attack, oh guys - we've rammed and our boarding, *teleport in army*
That's why I suggested a ship power cost.... possibly some mechanism so that only one person could port as well... and then maybe that wouldn't matter so much.
Saran2006-02-05 22:59:15
perhaps a portal? it could take a while to open, use ships power and has to be locked. The person trying to board would either be summoned or need to enter a one use gate.
But first! We need some way of communicating out of Aetherbubbles.
But first! We need some way of communicating out of Aetherbubbles.
Murphy2006-02-05 23:31:17
usable only when ship hull is at maximmum strength, and add a power cost.
Eyod2006-02-06 05:09:29
if teleportation took a fair amount of time and power and actually required some sort of interactivty.
Aiakon2006-02-06 20:16:05
I'm probably talking rubbish because I can't personally do it... but doesn't the trans artisan skill allow you to port to your furniture? Or something like that. Does that work to Aetherspace..? Anyone know?
Unknown2006-02-06 23:09:46
I'd really like something like Waystations. Your ship has a module that can create three little children in Aetherspace at places that you decide, and as long as your ship is in the same location and links with them (dropping shields... whee, Star Trek! ) you can tesseract people in and out.
They can consume power, say, and as soon as they run out, they die and you have to create another one.
They can consume power, say, and as soon as they run out, they die and you have to create another one.
Unknown2006-02-07 00:44:51
Alternatively, have little things that float around randomly that serve the same purpose.
Simimi2006-02-07 00:49:33
Karrah and I went out and yea I had to log out early so yea I am stuck on candyland but I do not really mind it...I do not feel the teleportation item is neccesary and I do feel it would kill the spirit of the idea. Karrah and I were using the DNS Stroke of Luck and it HUALED MAJOR ASS, Karrah was freaking jamming that bad boy, it was nice. So really...traveling is not so bad at all. Just kickback and relax and talk about a relevent topic on shipt while your exploring... I am loving this idea it is really fun!
love-mimi
love-mimi
Narsrim2006-02-07 00:51:37
QUOTE(Aiakon @ Feb 6 2006, 03:16 PM) 254881
I'm probably talking rubbish because I can't personally do it... but doesn't the trans artisan skill allow you to port to your furniture? Or something like that. Does that work to Aetherspace..? Anyone know?
I believe it does work currently, but I was told it was a bug by Murphy who followed Kaervas out when he prize returned right before Ialie's ship crashed.
Unknown2006-02-07 00:59:30
QUOTE(Avaer @ Feb 6 2006, 11:09 PM) 254960
I'd really like something like Waystations. Your ship has a module that can create three little children in Aetherspace at places that you decide, and as long as your ship is in the same location and links with them (dropping shields... whee, Star Trek! ) you can tesseract people in and out.
They can consume power, say, and as soon as they run out, they die and you have to create another one.
If this was implemented, the linking command could be given to both empath, commander and collector. That way it could function as an emergency device... if the captain is forced to suddenly log out, and no one else has captain privs (which is reasonable), they can release one of the waystations and either get someone else in to help, or abandon the dead ship.
Rather than just sitting there for hours and hoping that the captain's player hasn't just lost power for the next day, or had their computer blow up, or something.
Unknown2006-02-07 01:04:58
I think it has been said in other threads that it was intended to be long and arduous; if you want to travel out that far you have to be willing to travel back.
It's annoying, but I see the point and like the realism. If your crew abandons you, kill the mutinous dogs! .
It's annoying, but I see the point and like the realism. If your crew abandons you, kill the mutinous dogs! .
Unknown2006-02-07 01:12:15
Estarra said that Empaths are probably going to get the ability to lay 'beacons' to which Commanders will be able to jump. I'd say that will take care of quite a few issues (though I imagine both abilities would be 10 power costs) if it ends up being in the final skillsets.
Since it sounded like you may be able to have more than one beacon set, if you need to drop off or pick up crew, you leave a beacon near the dock, then when you need to leave, drop another beacon.. wait until power returns, jump back to dock, unload/reload, wait for power to return, drop another beacon, wait for power to return, jump again. If the moves cost 10 power, it would make it a bit too expensive to use all willy-nilly, it would keep things from seeming too small and inconsequential.
Since it sounded like you may be able to have more than one beacon set, if you need to drop off or pick up crew, you leave a beacon near the dock, then when you need to leave, drop another beacon.. wait until power returns, jump back to dock, unload/reload, wait for power to return, drop another beacon, wait for power to return, jump again. If the moves cost 10 power, it would make it a bit too expensive to use all willy-nilly, it would keep things from seeming too small and inconsequential.
Unknown2006-02-07 01:35:41
That sounds great! Where is Estarra saying all these wonderful things? I have to pay more attention!
Unknown2006-02-07 01:54:15
These are both from the Aetherships!!! thread.
This was my vision of the specialties:
Commander: Able to perform defensive maneuvers (such as rolling the ship or spinning the ship), trail other ships, and in charge of distributing extra power to the different modules. Commander would also be able to block exits and maybe even docking ports. For the trans skill, was thinking of ability to make long jumps, perhaps by homing buoys set up by empaths.
Combateer: Mostly involved in ship-vs-ship combat. My thought for combat was for different types of attacks that are similar to PVP afflictions, only that affect the ship. For example, an aeon-type attack that would effect input into the ship modules.
Empath: Most important ability is to heal/repair the ship, not only from raw damage but from the afflictions that enemy combateers could throw at it. Ability to far scan for other ships or aetherbubbles, etc. as well as opening communications channels for across great distances. For the trans skill, was thinking of a conglutinate-type skill with a special (steep) energy cost.
Note we were thinking that the Empath would be able to lay out an 'aether buoy' (or aether beacon?) that would allow a Commander with a high enough skill to make a 'jump' to them.
EDIT: The aether buoy/beacon would decay eventually so you would pretty much have to re-create them each voyage out.
QUOTE(Estarra)
This was my vision of the specialties:
Commander: Able to perform defensive maneuvers (such as rolling the ship or spinning the ship), trail other ships, and in charge of distributing extra power to the different modules. Commander would also be able to block exits and maybe even docking ports. For the trans skill, was thinking of ability to make long jumps, perhaps by homing buoys set up by empaths.
Combateer: Mostly involved in ship-vs-ship combat. My thought for combat was for different types of attacks that are similar to PVP afflictions, only that affect the ship. For example, an aeon-type attack that would effect input into the ship modules.
Empath: Most important ability is to heal/repair the ship, not only from raw damage but from the afflictions that enemy combateers could throw at it. Ability to far scan for other ships or aetherbubbles, etc. as well as opening communications channels for across great distances. For the trans skill, was thinking of a conglutinate-type skill with a special (steep) energy cost.
QUOTE(Estarra)
Note we were thinking that the Empath would be able to lay out an 'aether buoy' (or aether beacon?) that would allow a Commander with a high enough skill to make a 'jump' to them.
EDIT: The aether buoy/beacon would decay eventually so you would pretty much have to re-create them each voyage out.