ks_universe
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- Vertex
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ks_universe
Players: You are a Merc onboard a spaceship known as the Raptor, you have a simple job, stay alive and complete missions.
The Raptor: Your very own ship which you can use to go anywhere. The only downside to this is that it's rather bulky due to the need to house the crew, and has problems finding a landing spot. You can load it up with guns for the crew, or possible upgrade things like speed and health. This ship can crash, this is bad, and could spell the end of days for your crew.
Map: You have an entire universe to fly around in. There is a Universe map which allows the pilot of the Raptor to move around, then there are also individual maps for each planet or space station you could land on.
Story: So far no concrete story is in developement, although you'll have a few simple money earning mission to complete (or fail) for the time being. Missions will be the driving force behind the game untill a story is developed if at all.
Questions and comments would be lovely, and eventually I'll add pictures of the map.
The Raptor from the top down.
A view from the ships airlock while on planet.
A mission board, where you can select what mission you want to take.
Tiberous in Progress
Ground view of Tiberous Dam
Careful, Killing Civies drians your cash and all alliences.
The Raptor: Your very own ship which you can use to go anywhere. The only downside to this is that it's rather bulky due to the need to house the crew, and has problems finding a landing spot. You can load it up with guns for the crew, or possible upgrade things like speed and health. This ship can crash, this is bad, and could spell the end of days for your crew.
Map: You have an entire universe to fly around in. There is a Universe map which allows the pilot of the Raptor to move around, then there are also individual maps for each planet or space station you could land on.
Story: So far no concrete story is in developement, although you'll have a few simple money earning mission to complete (or fail) for the time being. Missions will be the driving force behind the game untill a story is developed if at all.
Questions and comments would be lovely, and eventually I'll add pictures of the map.
The Raptor from the top down.
A view from the ships airlock while on planet.
A mission board, where you can select what mission you want to take.
Tiberous in Progress
Ground view of Tiberous Dam
Careful, Killing Civies drians your cash and all alliences.
Last edited by Feline XVII on Wed Sep 13, 2006 3:17 am, edited 4 times in total.
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- prop_static
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- Vertex
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- Location: USA, Iowa
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- prop_static
- Posts: 73
- Joined: Fri Aug 18, 2006 7:02 pm
Sounds very nice. I suggest you look at this map. It is a great map and might give you some ideas. It also has flyable and custizable ships. http://forums.facepunchstudios.com/show ... p?t=173161
Whats with all the Star Trek Avatars.
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- Obsidian Premium
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- Vertex
- Posts: 12
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- Location: USA, Iowa
Answer: Jobs are universal, so when you pick one, the entire team picks one. Also the message in the upper left corner will be displayed to every team mate.[JSC]_PREDATOR wrote:Looks good but what happens if the player who takes the job disconnects?
Answer: Fictional Universe I created for writing a story. It stands for Kendren Saga. Why I did ks_universe insted of oc_universe or oc_ks_universe, is because it differs from the standard gameplay of the other maps, although I may end up changing it to oc_ks_universe later on if for some strange reason it raises problems or something. There are some things (faction names, races, etc) which are drawn directly from the writing, the Sahren for example, although there are obvious changes, writen Sahren do not control electricity, while in game they're the Vorts, and do so.destu wrote:ks?
Answer: Actually I've been thinking of allowing the players to deside if they want it open ended (endless), limit (do enough of something), or story (complete the story). That way if people want the map to end when the story ends they pick story, if they want to continue flying around after the story and do missions they can pick open ended, or it they simply want to say, reach 1,000,000 credits (points) they can have it end then.Tofu wrote:Sounds interesting. So will the map have an ending or will it be an uzimuri/stfu type map?
The walls will be changed as each room gains it's personality.gtaiiilc wrote:and plase use better mats for the walls there to plan now.
Left: Bridge. Top left: Crew. Top Middle: Armory. Top Right: Maintenance. Middle left: Brig? Middle Right: Airlock and Cargobay. Bottom Left: Escape pods? Bottom Middle: Medical. Bottom Right: Lounge.
Thank you for your votes, questions, and comments thus far. I look forward to seeing more, and showing you more.
Update Notice:
Factions: Missions you take can pose you against a faction, you start out ok with nearly every faction, this relationship changes as you kill them or help them, some relationships are harder to build than others. Being an ally with a faction allows you to take their mission which normally pay more than normal missions, and may (eventually) bring you into a side story. Being their enemies simply makes them hate you, and the middle ground no missions no gunfire, keep it simple.
Map Release Info: If the map is released before the npc_merchant is released, I'm sorry to say that credits will probably be useless (as there is no way I know how to check if the players have enough cash). However, I plan to update this map as I get feedback about it, example people dislike ship controls, I'll spend more time making them fluid (insted of the drifting seen now). Also I hope to add more content per update, more planets, missions, maybe even factions, and changes to damages, ammo capacity, and health of weapons and creatures. And obviously fix errors.
Again thanks a lot for the feedback guys.
This is absolutely MINDBLOWING
but I have one problem with the whole thing
if the map is as large as you say it is sounds like this sucker is gonna be huge for servers to load, and the way the BSP algorithm works (from what I"VE heard) the smaller a map is (so it can partition the areas) the better. sounds like bad lagzors to me.
Other than that
that's a big
O to the M to the G
but I have one problem with the whole thing
if the map is as large as you say it is sounds like this sucker is gonna be huge for servers to load, and the way the BSP algorithm works (from what I"VE heard) the smaller a map is (so it can partition the areas) the better. sounds like bad lagzors to me.
Other than that
that's a big
O to the M to the G