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is every mission aboard a space ship?


Morphtek
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Ideas for different procedurally-generated structures:

Arcology: Think a combination of apartment complex and shopping mall. Aesthetic is shiny and gleaming, like the cities of Mass Effect, or the wealthier areas of Ghost in the Shell or Appleseed. Lots of potted plants; maybe even indoor garden areas. Intro cutscene might show you coming in through a window, or getting dropped on the future-equivalent of a Helicopter pad.

Prefab Modular Habitat: Basically a bunch of modular habitats linked together with flexible tunnels. Windows would show the exteriors of other habitats, sitting on desert sands colored appropriately for the local planet; white for the moon, rust-red for Mars, et cetera. The aesthetic is a sort of lived-in Used Future look. Intro cutscene involves entering the facility through one of the airlocks. Extraction might involve making your way to their garage through an airlock, and stealing one of the vehicles.

Mining Tunnel Complex: Basically, a complex of chambers and tunnels carved from solid rock, and fitted with doors, subdividing walls, and so on. Any windows show giant chambers miles across, studded with the lights of a city. Artificial gravity plates on the floor; tunnel cars that function like elevators "rotate" the gravity-frame as they pass through winding tunnels. Probably has a fairly industrial aesthetic, like the spaceships. Intro cutscene involves being dropped off at an asteroid by your ship, and then popping out of an access hatch on the ceiling.

Space Slum: Basically, think Kowloon Walled City in space. Cramped, claustrophobic, and impoverished. Maybe with battle-damage making the already-crappy concrete buildings even worse. The Grineer Empire is supposed to be a totalitarian dystopia; this would help show that. Intro cutscene probably involves getting air-dropped onto one of the rooftops, and punching through the shoddy ceiling into the room below as a result of the force of your landing.

All of these are indoors, capable of being procedurally-generated the same way as the levels currently are (by taking room-blocks and sticking them together at the doors), and would provide varied game experiences for the player due to their different aesthetics and the differences in room styles (cramped vs wide open; tunnels vs elevators, et cetera).

Edited by MabsWinterKnight
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dont really have a problem with maps being like this as long as they make more area variety as an example Phantasy Star Online 2 has the same sort of set up with randomly generated maps but they are outdoors it even has the dynamic mission system in 2 (called CODES) and that games has forests, tunderas, mines, ruins, citys and even a robot factory so its not like the randomly placed tile system stops these sort of enviroments from being created, what is the question is how will these larger more open segments effect the game engines proformance?

Haha hey man, nice seeing you here! ^^

Ideas for different procedurally-generated structures:

Arcology: Think a combination of apartment complex and shopping mall. Aesthetic is shiny and gleaming, like the cities of Mass Effect, or the wealthier areas of Ghost in the Shell or Appleseed. Lots of potted plants; maybe even indoor garden areas. Intro cutscene might show you coming in through a window, or getting dropped on the future-equivalent of a Helicopter pad.

Prefab Modular Habitat: Basically a bunch of modular habitats linked together with flexible tunnels. Windows would show the exteriors of other habitats, sitting on desert sands colored appropriately for the local planet; white for the moon, rust-red for Mars, et cetera. The aesthetic is a sort of lived-in Used Future look. Intro cutscene involves entering the facility through one of the airlocks. Extraction might involve making your way to their garage through an airlock, and stealing one of the vehicles.

Mining Tunnel Complex: Basically, a complex of chambers and tunnels carved from solid rock, and fitted with doors, subdividing walls, and so on. Any windows show giant chambers miles across, studded with the lights of a city. Artificial gravity plates on the floor; tunnel cars that function like elevators "rotate" the gravity-frame as they pass through winding tunnels. Probably has a fairly industrial aesthetic, like the spaceships. Intro cutscene involves being dropped off at an asteroid by your ship, and then popping out of an access hatch on the ceiling.

Space Slum: Basically, think Kowloon Walled City in space. Cramped, claustrophobic, and impoverished. Maybe with battle-damage making the already-crappy concrete buildings even worse. The Grineer Empire is supposed to be a totalitarian dystopia; this would help show that. Intro cutscene probably involves getting air-dropped onto one of the rooftops, and punching through the shoddy ceiling into the room below as a result of the force of your landing.

All of these are indoors, capable of being procedurally-generated the same way as the levels currently are (by taking room-blocks and sticking them together at the doors), and would provide varied game experiences for the player due to their different aesthetics and the differences in room styles (cramped vs wide open; tunnels vs elevators, et cetera).

I really like this idea!

Even though it could be a lot simpeler, in the infested maps they could actually make it look a bit more like Dead Space.

So that the difference between the areas would not just be those parasite things, the red smoke/ashes and the dark red light.

But they could also add lights that are hanging from the cealing broken, lockers that fell down or that are destroyed.

Add a blood, and lots of it! Maybe even a few dead bodies here and there?

I guess we'll just have to wait, it's still CBT after all.

Edited by Ribbreaker
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I don't really care if they don't add outdoor areas, I mean Dead Space was only inside a space station and that was pretty neat. As long as they add more variation on textures and a lot more rooms, A LOT more rooms it should be pretty cool. Also more environmental effects!

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They should have missions upon jungle planets, or like on earth the grineers enslave the humans, and we, the tennos, could have lots of generated missions to free X amount of slaves for endless fun

It'd be like this :

- Enter mission

- Find slave workers

- Defeat every Grineer

- Once every slave is freed, find and kill the boss of the sector's Grineer

- Escort X amount of slaves to extraction

And penalized for every worker who dies following you.

Dear god please no more escort missions you must be mentally insane to actually like escort missions.

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The missions themselves are pretty nice imho. Redirecting enemy ships, sabotaging reactors and all the rest.

I was quite suprised actually after the first few missions when I took the time to actually care what the missions

were about. The objectives you fight for all make sense in a campaigning war.

Since I'm pretty sure DE is working on new leveldesigns the thing thats really missing are aligning all the

missions in a planetary system in a campaign order. With the last objective being the Boss of the system.

The missions branching off of the direct line to the system boss should be mandatory like shutting down a

radar station on a nearby asteroid to be able to sneak through enemy lines.

Edited by MDGeist
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