Quest transforms system
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Quest transforms system
I have long-range scanners, and I saw a system that had a sun in it. Avoiding it, I went to another sector, where I was given a quest to take a ship to the system with a sun in it. The sun was gone! Not that I'm complaining, but it does seem odd.
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Re: Quest transforms system
this is a featureDerakon wrote:I have long-range scanners, and I saw a system that had a sun in it. Avoiding it, I went to another sector, where I was given a quest to take a ship to the system with a sun in it. The sun was gone! Not that I'm complaining, but it does seem odd.
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Re: Quest transforms system
It is "working as coded", yes. Most programs do. What I'm questioning is the design behind that code. Obviously when you get a quest marker the game has to overwrite an existing sector's event with the quest-reward event, but this should be done in an invisible way.
In other words, quest destinations should not be to zones that the player has any foreknowledge about. Thus no distress signals, shops, ships, or hazards should be visible on the player's map for the zone before the quest marker is added.
In other words, quest destinations should not be to zones that the player has any foreknowledge about. Thus no distress signals, shops, ships, or hazards should be visible on the player's map for the zone before the quest marker is added.
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Re: Quest transforms system
Suggestion:
Or perhaps the quest should not overwrite location data, but instead add a second layer to that area. Lets say that you stumble upon an enemy ship there by a sun and then you have to complete the quest in a second round. Also, you should not have the chance to go to the ship screen or pause to repair damage before moving on.
This provides a greater risk/reward for quests.
Or perhaps the quest should not overwrite location data, but instead add a second layer to that area. Lets say that you stumble upon an enemy ship there by a sun and then you have to complete the quest in a second round. Also, you should not have the chance to go to the ship screen or pause to repair damage before moving on.
This provides a greater risk/reward for quests.
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Re: Quest transforms system
In space, distances are impossibly huge and everything is moving. If you have an FTL drive that can "teleport" you to the very next star system, you need to make sure the stay system is still there. For this reason, navigation beacons are used. You tune your receiver to find a frequency from a particular nav beacon: let's say the Proxima system. Once you receive the signal, you know exactly where the Proxima system is in comparison to your current location and you can fire up the FTL drive, giving it direction and distance equations.
The problem with the "sun" places is that someone put the beacon dangerously close to the sun? Was it placed there on purpose? Was it accidentally moved somehow? Did some passing comet alter its orbit? We don't know exactly. But there's a nav beacon broadcasting a signal that will throw any ship that follows it right in danger. Someone should really stop at the beacon and make it give a hazard warning to incoming ships.
Anyway, my point is, that if someone wanted you to do business in that system, they may direct you to that beacon or they may provide a frequency to an entirely seperate beacon. Alternatively, natives to the system who have been there might be able to warn you to alter you distance and direction equations slightly, so that rather than "teleporting" next to the beacon, you appear several astronomical units away from it and out of danger.
Given that it can take anywhere from days to months to travel to nearby planets within a star system using conventional reaction-based sublight engines (which it appears our engines use given that they burn fuel out the back to create forward thrust), it's entirely conceivable that each system would have many privately and publically owned beacons, not just the ones the Federation uses for secret missions.
It's also a decent explanation for why the rebel fleet takes so long to find you. There may be countless other beacons that don't appear on your map that they may be searching through.
So, in summary, I propose that the sun is still there, but your ship isn't following that particular FTL beacon anymore.
The problem with the "sun" places is that someone put the beacon dangerously close to the sun? Was it placed there on purpose? Was it accidentally moved somehow? Did some passing comet alter its orbit? We don't know exactly. But there's a nav beacon broadcasting a signal that will throw any ship that follows it right in danger. Someone should really stop at the beacon and make it give a hazard warning to incoming ships.
Anyway, my point is, that if someone wanted you to do business in that system, they may direct you to that beacon or they may provide a frequency to an entirely seperate beacon. Alternatively, natives to the system who have been there might be able to warn you to alter you distance and direction equations slightly, so that rather than "teleporting" next to the beacon, you appear several astronomical units away from it and out of danger.
Given that it can take anywhere from days to months to travel to nearby planets within a star system using conventional reaction-based sublight engines (which it appears our engines use given that they burn fuel out the back to create forward thrust), it's entirely conceivable that each system would have many privately and publically owned beacons, not just the ones the Federation uses for secret missions.
It's also a decent explanation for why the rebel fleet takes so long to find you. There may be countless other beacons that don't appear on your map that they may be searching through.
So, in summary, I propose that the sun is still there, but your ship isn't following that particular FTL beacon anymore.
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Re: Quest transforms system
It'd make sense for quests to create new beacons rather than overwrite existing ones.
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Re: Quest transforms system
Come on man
stop sucking off the devs
the way they coded this is fucked up
there aren't an infinite number of beacons
if there were ay number of beacons you could just fly anywhere and the beacon system would mean nothing
this is the same reason that I keep almost unlocking the slug ship, but here that "we won't have time to get to it"
the damn quest spawn system is broken
stop sucking off the devs
the way they coded this is fucked up
there aren't an infinite number of beacons
if there were ay number of beacons you could just fly anywhere and the beacon system would mean nothing
this is the same reason that I keep almost unlocking the slug ship, but here that "we won't have time to get to it"
the damn quest spawn system is broken