Tonight I thought I'd discuss a bit about how RPs on the ship will work in the future.
The Block Trek RPs will be very events-driven, with a huge variety of random events being able to occur. This will be very useful for keeping players engaged and giving them things to do without:
1) Lots of confusion (eg. "i dont know what to do")
2) Thoughtless player-driven plot development (eg. "i am an ogre named han solo")
3) Senseless pretending (eg. "i stab you in the back with a lightsaber, even though there is no lightsaber item on this server")
The ship will be very large (14 decks) and will be very interactive. Simply exploring the ship could be sufficient alone to keep serious players entertained for hours.
The way the gamemode will work is this:
1) A new minigame round starts, with the ship in spacedock. Everyone has 2-5 lives (i'll pick a number for sure later on)
2) The appointed Captain goes to the conference room (Deck 10) with his senior officers, and they recieve a mission from Starfleet. The Captain has full control over how he wants the mission to proceed and how he wants to end it.
3) Once the mission has been laid out, the Captain may either broadcast the mission over intercom with all crew members, or assemble them in the briefing room (Deck 12-11) and tell them it in person.
4) The captain and his crew will then attempt to carry out the mission. Along the way, they may get involved in combat situations with enemy ships, or deal with internal problems such as random disasters and crew trouble (RDMing and random gunfights still equal a kick/ban).
5) The crew either complete the mission or fail.
If the ship is destroyed, either through sabotage, enemy ship fire, or self-destruct, then everyone loses, the mission will be considered a failure, and the minigame will be reset.
If the entire crew dies, the mission is considered an automatic failure and the minigame will automatically reset.
Alternatively, if the Captain dies, the minigame will be reset at the discretion of the user posing as Captain. He may choose to let the minigame continue with other players assuming command if he so wishes.
Even if the ship and crew aren't lost, the captain can still decide to call the mission off or declare it a failure.
The gamemode will have a tick system implemented for random events to happen every so often.
Ticks will be in 5-minute intervals. Each tick, a projectile chance machine will be engaged, acting as a sort of "dice roll" through which the game will decide what happens that tick. However, this chance machine won't engage when the ship is in spacedock, or aligned to a planet/station (to allow players to safely disembark and RP on the station/planet).
When in non-safe space, there will be small chances for each of the following to occur:
1) Enemy ship encounters (15% chance) [Exception: Will not happen when ship's HP is 40% or below]
2) Anomaly/stellar object/space weather encounter (15% chance)
3) Onboard accident/malfunction/disaster (15% chance)
4) Friendly ship encounters (5% chance)
Chance Event: Enemy Ship Encounters - Explained
Enemy ship encounters are one of my most anticipated features for the gamemode. It will make the bridge actually useful and fun to play on, not just a paperweight set.
When enemy ships are encountered, a series of projectile chance rolls will occur.
1) What rarity type of enemy ship it is
The initial roll will decide whether the ship encountered will be a common or uncommon ship.
Common Ship: 85% Chance
Rare Ship: 15% Chance
Whatever one is rolled, the next roll will then pick one of the common or rare ships from their respective pools to play against your ship.
2) What race/civilization of ship it is
After the rarity has been chosen, the race/civilization of the enemy ship will be chosen.
Common Ship Chances: 60% Klingon, 40% Orion Pirate
Rare Ship Chances: 70% Romulan, 20% Gorn, 10% Tholian
3)
Chance Event: Anomaly/Stellar Object/Space Weather Encounters - Explained
Its 4 PM and I have college classes I need to go to for now, so I will finish this post later. Hope this is interesting enough for now.