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View Full Version : mechanic proposal for crew/anomaly system


Archived Post
02-11-2011, 08:30 PM
I was thinking about the anomaly system and how it could be expanded for exploration.

it occurred to me that it might be cool if you could acquire anomaly data in new ways.

i will try to break down the basic idea:

anomaly data is expanded into a few different forms

the standard form, which provides one or several small curiosities to be collected. (one single person can collect)

ground and space have areas of anomaly clusters, which generates a bulk of anomalies. problem is the mass prevents one person from doing the work this could be traces of civilization, new life forms, new medical opportunities, mining opportunities, unusual planets, unusual spatial anomalies and nebulae, etc.

this would probably require and update for data samples to move from being those marker tags to being actual solid objects that represent the type of data they would be. (ore samples would be rock, weapon signatures would be a smoking scorch in the ground, etc..)

anomaly gathering is more effective as the items collected relate to your class. for example, if an engineer finds alien technology - a weapon-, then they generate better benefits (weather it be unlocking a mission, or gather more precise-increased number of- data. a tactical would get a medium gain, since its a weapon.
science generates average data collection.

Ground

you beam down with your away team and can send them off to gather anomaly data. they first seek out items their class is more able to deal with. now, they bring back several interesting specimens of data. your engineer reports discovering an ore deposit, consisting of a large quantity of data that he could not collect himself. you then go to your ship and send down a geological team to survey and mine the mineral. this generates anomalous data (related to the situation) to you little by little over time until it runs out.

what if.. they discover temple ruins? call in a survey ship to excavate and study the ruins. (this would be a great way to implement an oberth class vessel) this generates some related anomalous data. perhaps at a point you receive an urgent call to return to the planet. the temple is excavated, but you are needed to enter it.. you just got a new exploration mission.

what if they discover signs of an intelligent pre-warp civilization? you assign some tactical and science to crew to stay behind and study them. you gain related data over time. you can unlock a diplomatic mission, or recovery mission later on

.. the possibilities are endless

you could keep relative tools in your cargo hold. your mission team makes a request for 3 or 4 tools they absolutely need and will not accept till it is provided. you have the option to decide how much of the tools they need (up to 10 total). you also have the option to leave 2 extra items they may or may not need so they can "experiment". leaving these tools with your mission teams impacts their performance. leaving a phaser drill for a mining team would be something they request. you give them 3 along with a hyper-spanner and molecular scanner as extras. the hyper-spanner does nothing to help. the molecular scanner allows them to extract a rare data form from the ore. BAM instant bonus.

when they are done, you have to go pick them up, collect all gear, and then store the collection in your cargo bay. it is all now ready for use for crafting.

Space:

space works in a similar way..

you can stay and survey yourself which takes time. you can take a shuttle to nearby systems to continue, but crew is limited, obviously

you can call in a survey ship to help while you continue on (you hafta rendezvous with it though)

you can leave a few large shuttles (the little ones are not equipped) behind to do it for you. not as effective but saves time. you have to pick them up (or rescue them if a mission pops up for it). this would make a purposeful use for your shuttle pets.

thoughts? suggested tweaks?

Archived Post
02-12-2011, 07:26 PM
no thoughts? wow