06-22-2016, 11:44 AM
(This post was last modified: 06-26-2016, 09:50 AM by Wire. Edited 1 time in total.)
(Note: the following is copied verbatim from a google doc)
Because of the recent ARRIVAL DEBACLE (read: no actual debacle), I want to improve the way people arrive at the station without it relying on magic teleporters (which are bad for lore reasons and are also just kinda boring). Thus, my idea is pods that shoot at the station to predefined dock areas.
Docks
The docks will be placed relatively evenly around the edge of the station, most likely added to the existing pod hangar areas. I figure they will be relatively small (3x3-ish) however some stuff will probably have to be expanded/shifted to accommodate them.
Pods
To clarify, when I say shooting pods at the station I mean a special, probably newly sprited pod, not the existing flyable-pods. Need a better name I guess. I figure these new pods will essentially sleepers with thrusters attached (implying the player has been frozen for his trip). They will spawn in at z-level edge opposite the chosen dock area and shoot in. We will need a mechanism to avoid any obstacles in the way (pathfinding or just straight up mega-gib the offending object).
Choosing a dock
When a player joins the game, they will be given a popup listing the available dock areas and their respective atmospheric data (O2, heat, pressure etc). They will also be given the opportunity to view a dock area to check for any dumb shit (e.g. like camera viewers). This allows for the player to pick the least griefy arrival area and hopefully with like 6 or so docks, they will never be ALL shit choices.
Problems
Helpful Gannets' drawing of process
Even helpfuller Gannets' sprites of pod
Because of the recent ARRIVAL DEBACLE (read: no actual debacle), I want to improve the way people arrive at the station without it relying on magic teleporters (which are bad for lore reasons and are also just kinda boring). Thus, my idea is pods that shoot at the station to predefined dock areas.
Docks
The docks will be placed relatively evenly around the edge of the station, most likely added to the existing pod hangar areas. I figure they will be relatively small (3x3-ish) however some stuff will probably have to be expanded/shifted to accommodate them.
Pods
To clarify, when I say shooting pods at the station I mean a special, probably newly sprited pod, not the existing flyable-pods. Need a better name I guess. I figure these new pods will essentially sleepers with thrusters attached (implying the player has been frozen for his trip). They will spawn in at z-level edge opposite the chosen dock area and shoot in. We will need a mechanism to avoid any obstacles in the way (pathfinding or just straight up mega-gib the offending object).
Choosing a dock
When a player joins the game, they will be given a popup listing the available dock areas and their respective atmospheric data (O2, heat, pressure etc). They will also be given the opportunity to view a dock area to check for any dumb shit (e.g. like camera viewers). This allows for the player to pick the least griefy arrival area and hopefully with like 6 or so docks, they will never be ALL shit choices.
Problems
- Obstacles in the way of the pod while it approaches the station.
- Solution 1: Set density to 0 on the pod so it just kinda goes through everything.
- Maybe some animation if it bumps into something? Act like it’s going above / below whatever. 3D space yo.
- What happens if A Jerk puts a thing in front of the dock? (Wire: density 0 means it goes through the blocking object, obviously)
- Maybe some animation if it bumps into something? Act like it’s going above / below whatever. 3D space yo.
- Solution 2: Pathfind a route to the dock. (With some conditions on distance travelled and blocked-path handling)
- Solution 3: Phasing through the obstacles like some weird future tech doodad that can jaunt through walls and obstacles. (Wire: Technically this is just the density 0 solution)
- Solution 4: Calling qdel() on anything that’s in the way of the pod (Might cause some !FUN!)
- Notes: Best solution is probably a mix between the first two. Also a note that portals/wormholes/telescience have to be tested so the pod can’t just get fucking ported away.
- Solution 1: Set density to 0 on the pod so it just kinda goes through everything.
- Queues on arrival. (Multiple people joining and approaching the same dock at the same time)
- Solution 1: Custom Move() code to prevent movement to a tile that also contains a pod, so the pods physically queue behind each other. Would need to make 100% sure pods won’t get stuck
- Solution 2: Prevent choosing a dock if someone is already approaching it.
- Notes: 1 strikes me as more difficult/prone to errors but better overall. 2 is easier but probably annoying for players/high population times. Could also be a problem with the flood of latejoins at roundstart.
- Solution 1: Custom Move() code to prevent movement to a tile that also contains a pod, so the pods physically queue behind each other. Would need to make 100% sure pods won’t get stuck
- Explosions/dangers hitting the dock area on player arrival (e.g. during the pod travel time)
- Docks and pods themselves probably immune to ex_act
- Solution 1: One-use emergency button for the pilot to direct his pod to the next nearest dock (travel to it via a*).
- Have a live ‘camera feed’ of the dock so the player can redirect the pod to another place a la solution 1?
- Note: I’m not a fan of solution 1, need to think of something better.
- Docks and pods themselves probably immune to ex_act
Helpful Gannets' drawing of process
Even helpfuller Gannets' sprites of pod