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Ketraar
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Post by Ketraar »

Killjaeden wrote:I wouldn't preplace the HQ. The player should choose where he wants it himself
Mind its not the Player HQ, also its not really feasible to have the player choose from a implementation side, specially if we go the build-up road. The location needs to be pre-set.

Also the own sector is tied to the player corp build-up as we lacked any ideas on a story line specific for that. It makes for a TC HUB like plot with a mix in rewards. Adding the Corp HQ to the own sector is logic as its like you are working from your own base located at your home.

The only thing I have second thoughts is for those that have placed their PHQ already, I could see a mini-mission where you can hire a NPC to relocate your PHQ if you choose to, coding such a missions is simple enough and it can be set to trigger after one gains control over the sector. This would be a one time offer though.

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Post by apricotslice »

The only issue with multiple PHQ's is that only the last one built gets blueprints added.

So there is no real reason why the player cant be given a second PHQ in the player sector, and its up to the player if they move there or not.

Personally I play with 2 or 3 of them.
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Ketraar
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Post by Ketraar »

Erm what? :?

There was NEVER the question of Multiple PHQs. The Corp HQ is a E-Dock like the other Corps have. We could have used a different model, IF we had one but we dont, so we'll use the existing. There wont be 2 PHQs.

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Post by apricotslice »

I dont see the point in a player corp HQ that doesnt have PHQ abilities. Its like giving the player a paperweight, no use in the game as EQ docks are just too limited to be any use. imo.
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Post by eldyranx3 »

I know we had talked about giving the Player Corp Building (PCB?) the ability to RE tech.
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Post by apricotslice »

What is the point if REing at an EQ ? The blueprints can only go to a PHQ, or they are useless.
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Post by eldyranx3 »

eldyranx3 wrote:the ability to RE tech.
Such as ship equipment and extensions.
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Post by apricotslice »

eldyranx3 wrote:
eldyranx3 wrote:the ability to RE tech.
Such as ship equipment and extensions.
Not much use if it cant then make them, and to make them you need resources, which means more space than an EQ has.

Unless your going to script the whole process so resources are not required.
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Post by Ketraar »

The ability to RE Tech is for the PHQ, and its "just" software and tunings.

@apricotslice
The player corp should be integrated to Stock Exchange and maybe even give dividends. The Corp HQ is a symbol of your Corp, sometimes its about immersion and not about buttons. In any case there is no point in having 2 PHQs.

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Post by apricotslice »

Ketraar wrote:The ability to RE Tech is for the PHQ, and its "just" software and tunings.

@apricotslice
The player corp should be integrated to Stock Exchange and maybe even give dividends. The Corp HQ is a symbol of your Corp, sometimes its about immersion and not about buttons. In any case there is no point in having 2 PHQs.

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Ketraar
I guess thats why I dont get it. I dont use the stock market at all, and I never have less than 2 PHQ's. I use one as a central dockyard for my ships, and I do all scrapping and ship building on the other. Neither have NPC access. If I'm selling product, I use LA's trading dock, which is also a PHQ type station.
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Ketraar
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Post by Ketraar »

Well its not all about you is it? I dont use SX a lot either but that too is hardly a criteria either.

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Post by eldyranx3 »

I like the idea of your corp building being combination of warehouse, eq dock, and central trading hub.
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Post by eldyranx3 »

I've started a thread for how to best collaborate on a story board for the first part of the plot. Because the storyboard contains finer details (actors, cue steps, clues), discussion should be kept on Roguey's forum.

Our story writers are: Unbekanntes Feindschiff, apricotslice, X2-Illuminatus, jack775544, and last but not certainly least EmperorJon. Ketraar and Scion have final cut, Ketraar being the MD advocate and Scion being the Story advocate. Hopefully no pixels will be harmed during this process. Slightly inconveniencing electrons is fair game.

Roguey's Storyboard Part I Thread Here
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Ketraar
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Post by Ketraar »

eldyranx3 wrote:I like the idea of your corp building being combination of warehouse, eq dock, and central trading hub.
I like it too, there is no feasible way to achieve this without messing up the hq.xml (just confirmed it with CBJ)
I've started a thread for how to best collaborate on a story board for the first part of the plot.
Great thanks. Will have a look and comment asap.

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Post by Killjaeden »

Ketraar wrote:
Killjaeden wrote:I wouldn't preplace the HQ. The player should choose where he wants it himself
Mind its not the Player HQ, also its not really feasible to have the player choose from a implementation side, specially if we go the build-up road. The location needs to be pre-set.

Also the own sector is tied to the player corp build-up as we lacked any ideas on a story line specific for that. It makes for a TC HUB like plot with a mix in rewards. Adding the Corp HQ to the own sector is logic as its like you are working from your own base located at your home.

The only thing I have second thoughts is for those that have placed their PHQ already, I could see a mini-mission where you can hire a NPC to relocate your PHQ if you choose to, coding such a missions is simple enough and it can be set to trigger after one gains control over the sector. This would be a one time offer though.

MFG

Ketraar
Yes i know it's not the Player HQ. But it doesn't matter, if the HQ should serve as a HQ/base for the player he needs to determine the position himself. He may has his whole industry/infrastructure in a small section of the universe map, what use would a HQ be to the player if that station is 20 jumps away? It's silly. Relocating the PHQ to the corpHQ sector wouldn't change that issue. You can't represent the builtup of the station visually anyway , so you could as well just collect ressources and bring it to a large shipyard where it is "produced" and then loaded into a TL.
You are the corp boss, so you (the player) should decide where it goes. I see no reason to tie it to a sector. If the player thinks that sector is good/cool then will place it there. But forcing the location and telling the player "this is your home now!" is the wrong way.

A base in a sector that is of no use to you isn't a reward and it doesn't matter in that case if the sector map says "owner: player" or "owner:unkown". It doesn't add value.
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Post by eldyranx3 »

In regards to ANH, by the time I could pay the 200M or whatever to get the sector, I already had my PHQ and a sizable infrastructure. Same thing with Avarice.

The player sector is just one of many rewards we can offer during this project. Different Stroke for Different Folks.
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Post by Ketraar »

Killjaeden wrote:what use would a HQ be to the player if that station is 20 jumps away? It's silly
Well first its not silly, its an option. Second, with the HUB NOTHING! is 20 Jumps away. 3rd and more crucial part is that its not your HQ, YET! You will have to work for it, hence why it needs to be a pre-set location.

Mind that location choice was never available for own sector, its just not feasible. Even in ANH we chose the same location for the 5 layouts. Given that the corp plot and own sector are integrated to each other its best to have a set location. I did suggest 2 possible locations that would make sense to most players, including current plot developments.

The option to relocate PHQ is just for those that want it in their own sector, given that they did not have the choice before.
You can't represent the builtup of the station visually anyway , so you could as well just collect ressources and bring it to a large shipyard where it is "produced" and then loaded into a TL.
Sure its a possibility, I dont like it, but its an option. I still like the version where you have to work up the ladder to own the corp better though, as it gives more room for story and interaction.

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Post by Killjaeden »

Mind that location choice was never available for own sector
I don't see why the location of the HQ has to be tied to the new sector. That should be up to the player to decide if it's of use for him.
The HUB isn't an excuse, why would someone want to waste one connection just so ships can get to the HQ? Maybe he has all connections already used for his infrastructure plans?. Just because this option exists doesn't mean it should be mandatory for the player to make the most use out of his reward.
You will have to work for it, hence why it needs to be a pre-set location.
Other then getting ressources i don't know why it would have to be at a set location. And those ressources can be delivered to a SY like already said.
Even the HQ is not preplaced, so i don't see why it would need to be built up in stages.
It would seem like you are in fact not the boss of your own corp, but someone else is, making decisions for you. If the location is unsuitable for the player all the efford working on it is wasted.
The player sector is just one of many rewards we can offer during this project.
Yes it is, i just don't see the reason to connect the corp HQ reward to this sector reward. It's more railroading then necessary.
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Post by EmperorJon »

I'm still concerned about what this gives the player. So what if you're CEO of your own Corp, and you have a sector to yourself and a useless equipment dock in it... what does that mean? It doesn't actually provide anything except bragging rights and somewhere to dump stuff, surely.
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Post by eldyranx3 »

Once again, I have to stress that it's just one of many rewards we can offer the player.

So far we have an unique split ship (M6+, possibly a sneak peak at the Split M2+). We have a corp / player sector. Someone mentioned well trained marines at one point.

Stepping stone rewards should be kept in mind while story boarding, that way we have something for everyone.

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