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PostPosted: Mon 14. Jan 2013, 03:44 
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Joined: Tue 20. Nov 2012, 04:19
Posts: 34
I recomend adding in micro elements into the gameplay with the doors, lifts, bulkheads, characters ability to carry items. Including various doors, bulkheads and items. It only makes sense that different industries would make different doors based off of designers.

Automatic Doors and such.
Automatic doors should come in speeds at which can open and close based off of the designer. Faster speeds should cost more. Various strengths in the doors(Idea of different alloys or elements being used.)

Lifts
Same concept should be considered with lifts. How fast the lift moves. Its maximum amount of lift capability.

Carrying ability
The ability to carry items should be based on overall space on a character which can be increased by equiping your units with various vests, harnesses, packs. Notice how i said equip not upgrade. Items like these are limited and in real life would be store on base/ship until needed as assigned based off a protocol that the mission commanders and those of high rank would create and as such the player should have this option to choose what units should use during various scenario.

More to come...


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PostPosted: Fri 30. Aug 2013, 17:53 
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Joined: Mon 22. Jul 2013, 11:56
Posts: 78
I agree with most parts!
there is huge potential: for example stairs and as superior item a escalator: same size but double speed and energy use.

on the other side for example the airtank and high compressed airtank. maybe higher capacity by a shorter maintenance interval.

item are also nice. so they could be provided by special staff rooms. for example a fire room to equip every crewmen to fight fire effective.
or superior crewquaters. so that there are several solutions for one problem and the are ways to keep the crewcount low in exchange for higher equipment cost.
so what's coming next? fully ai-ships packed with drones able to operate several years?
to keep the balance this ships should be captured with ease by remote access(computer combat room, long range antenna, iff-scanner/jammer: the cc room extension).

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PostPosted: Fri 11. Oct 2013, 17:42 
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Joined: Thu 10. Oct 2013, 22:51
Posts: 102
i had ideas

the lifts should move up and down with persons waiting on each floor also if red alert or evacuate alarm elevators should disabled or locked down forcing people use staircases (good for evacuating)

Muster stations (simllar to cruise ships and ferries and ships) - can be setup in build mode or crew management mode - click on room then click Muster station for crew or civilians or both - this sets the muster station in all alerts but can be configured example in yellow alert - muster stations is not required
for civilians if red alert mode sounds - they have to go to muster station and await for crew to give them orders and follow them to escape pods (EEV) the larger escape pods could hold 100 people with 2 crew

emergency exits (doors locked in normal mode) but unlocked in emergency mode - to allow crew to evacuate via escape doors if the doors are failed

Cabins (varies sizes) for cruise passengers - simple en suite bunk rooms to luxury cabins

lifts (the current lift needs have capacity example 10 people in small lift while larger lifts can hold 30 people once but can be design more fexible layouts example T shaped cars and such (emergency lift - this lift operates on emergency power grid reaching to deck where EEVS located)

fire escape - a hardened staircase to allow people to escape from burning deck

fire equipment room (contains fire extinguishers fire proof suits and fire axes and stuff)

fire extinguisher closet - small room containing fire extinguishers and fire alarm point - this automaticlly sends Yellow alert by crew who detected fire nearby (can be recessed in corridors and rooms or stand alone

Bulkheads (heavy fire doors and airtight doors) which can closed by double clicking or closed by alert

crew: Traffic director - this directs to muster stations and stops anyone entering non emergency lifts nearby
cabin stewards - they look after passengers
waiters - they give food to passengers also drinks in bars and dining rooms
Shop workers - sell things in stores (cruise ships)

Missions changes
standard missions - No objectives with custom timers for events


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