kcd.Spektor wrote:Also you can help me if you can give me any ideas on how to implement moddable Quests with multiplayer.
My idea: There is a communications room on every ship and you can buy one for your ship in some shops. In this rooom, you can send messages to other players, who can be very far away. But you will also receive certain quests that way. Other quests are publicly available using some sort of BBS (also available in every communications room).
Technical: Quests are done on the server side. I think it would be a good idea to have a mod folder filled with jar files. During the startup of the server all jar files are scanned for mod classes and loaded using URLClassLoaders. This can be a bit tricky! Also we need a stable and documented public modding api.
kcd.Spektor wrote:Enyone has any ideas on how the game should start?
Same as in FTL - you start from selecting a premade ship?
or You start on a space station with some cash and can go either buy a ship or join someone as crew member?
Any other suggestions?
Everybody get a ship. If you do not need it, sell it! The hulls are defined server side and you have to select one of them. Then you can buy rooms, weapons, missiles, drone parts, whatever you want.
kcd.Spektor wrote:Also any quest ideas are welcome.
Some types of quests:
- Kill a character.
- Destroy a ship / station.
- Protect a station.
- Stop a fleet (very difficult, requires coop).
- Escort a convoi.
- Explore uncharted space.
- Scout for enemies.
- Generic trade missions.
- And more...
Attachment failed... Here a (temporary) download link: https://files.692b8c32.de/FTLMP.zip.