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Showing results for tags 'crew'.
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There are a lot of great mechanics from FTL that would be fun if we could find a way to get them into starfield. Already good threads on things like fuel, fleets, etc, so I want to focus here on ideas for autopilot, manual repairs, crew, weapons, and defenses. Autopilot The hardest thing to implement, but one with the most interesting applications would be real autopilot in docking and combat. The ability to move around a ship while the ship moves. Additionally, it would be great to be able to find or design autopilot defensive maneuvering patterns. This could then be coupled with things like manual turret substations. Manually controlling a rear turret while crew or autopilot move the ship. If the autopilot system is damaged, manual docking may be required. Manual Repairs In survival mode (assuming we’re getting one), it would be great if only exterior systems can be auto repaired by drone and the player must direct priorities. Other systems, hull breaches, fire, etc must be repaired manually by crew or the player. It may be possible to lack materials for repairs and be forced to take chances with surrender or S.O.S. If out of repair drones it would be great to be forced to spacewalk a repair, or at least risk a crew member to do it if too hard to mod spacewalks. Crew It would be great if crew could go mad, turn out to be spies, get knocked out or killed under fire, consider cannibalism if stranded in deep space with broken comms for extended time, etc. Bring a little Sunless Sea/Skies in. It might be nice to allow the player to operate different systems and include minigames for optimal operation. On a larger ship, maybe keeping the shields up is the most important task, or if running from a hoard if pirates, maybe one needs to carefully overload the engines. More situational ship tasks might greatly increase immersion, particularly of designed with VR in mind. Computer cores could also play a more important role in target acquisition and autopilot with hacking and cooling as operation improvement tasks.Basically, the larger the ship, the more vital crew and systems should become over piloting alone. Weapons/Defenses I’d love to see adaptations of all FTL weapons/defenses and rare unique ships that need to be found and scuttled to reverse engineer them. Also, interested to see better stealth, distance, mines, etc mechanics for games of cat and mouse in space. Perhaps some more nebula locations with low visibility where limited scanning techniques may be the only way to see or be seen at range. Maybe nukes and anti nuke devices. Maybe very long distance rail guns and long distance jammers. So much potential for interesting trade offs.
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Unsure if it's even possible, and searching resulted in plenty of requests on Reddit but nothing else. It would be amazing to be able to assign someone to one of your owned houses so they can actually live there like a true wife/husband!
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I'm looking for a mod that will either: 1. spawn all companions/crew in the vicinity (within 2 habs away) of the player when entering the ship and when getting up from pilot seat, or 2. an ability to "call" all companions/crew to gather to your current position in the ship, or 3. a marker above all crew that you could see through walls indicating where each crew is hiding I have a very large modded ship and it seems like my companions like to play hide and seek on me! It's frustrating running around the ship trying to find them... If someone could make this mod it would be greatly appreciated! Thank you!
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Hello ladies and gents I am looking for a team of at least 5 talented mod specialist. Please take note of the requirements and the needed skillsets. PM me or comment if you are interested. *YOU MUST INSTALL TEAMVIEWER 9, FALLOUT NV G.E.C.K. A mic is appreciated but not required. Landscape and Interior Design- Intermediate skillset, full understanding of Navmesh and the GECK landscape editor. Expect 15 to 45 hours of work. Scripter/Coder-Intermediate skillset, May have to do sophisticated and heavy scripting, along with story triggers, Expect 8 to 30 Hours of work. Quest Editor- Take note I have already created the quest but you will have to work with the scriptor and fully implement it. Animation Designer- Minimum work expect to work 1 to 2 hours. Some parts will be gore ridden and above and beyond rated M, not for the faint of heart. Weapon/Armor Retexturer and creator- Heavy skills needed, patiance, and talent, expect to create/retexture at least 10 items. I have already created the storyline and I will take part in creating the mod, but I would appreciate more experianced and talented artist more than myself. The mod is desert based, cowboy shooter type expect it to take anywhere up to and possibly exceeding 3 months to fully create. Once we get a team together I will start gathering voice actors. Project Yucca Head and Storyline creater, justinsomethan
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I have always wanted a follow up quest where the ship makes another hop, and this time makes it into the ocean. But at this point I would settle for a bat command. It would be oddly satisfying to see all of the named vessels moored in a line.