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« on: February 06, 2015, 03:14:37 PM »
So, I think a good addition to the campaign layer would be the ability to target items. Currently, clicking an item while in space or from the map screen sets your autopilot to go to that destination. The only way to interact with any object in space is to fly right up to it, at which point the interaction dialogue is opened.
If we were able to set objects (fleets, asteroids, planets, stations, gates, etc) as a target the UI could tell us some pertinent details about that item. Distance from the player, associated faction, etc. For fleets, it could display relation, burn speed, some of the things that are already present in the mouse-over window, but more remotely. Maybe fleet composition would only be visible from up close, still. (On that specific note, this would offer some opportunities for skills to be useful outside of combat. Initially, fleets on the map are only visible as a generic "fleet". A skill or hull mod or piece of equipment allows faction identification IFF, another allows determining the size of an enemy fleet, maybe a high level skills allows seeing fleet composition or other details from far off) For planets, maybe market size or types available. A new key or button in the UI would become the autopilot key. This would open up a lot of possibilities for interacting with the game world. For instance, the addition of a "hail" feature, described below.
Hailing other fleets. You could use this in a variety of ways. Besides adding a lot of potential for information dump and storytelling that will be needed in the final version of the game, it would allow meaningful interactions between the player and NPCs besides just combat (and now tolls). You could target a trade fleet, and maybe they could share an interesting piece of information about a supposed shortage, or conflict in another part of the universe. You could hail friendly fleets elsewhere in the system and request fuel / supplies if you're out, providing an alternative to game-over for being stuck without fuel in some places. Maybe other fleets could hail you, too. Maybe they actually need some fuel, maybe it's a trap and a pirate fleet hiding on a nearby moon ambushes you. If you meet certain conditions, maybe you could taunt an enemy fleet into coming to you, allowing you to engage them even if your burn speed is slower. Maybe you're in a nasty part of space with a slow fleet and you're able to hail a mercenary fleet, and you can pay them to escort you to the nearest gate. Just a few ideas.
There are a lot more ways this could be used.
So, clicking an object in space would set it as the "Target". Certain relevant information about that item could then be displayed in a UI element. The press of a key or button would either set autopilot to this item or open up a hail. Addition keyboard shortcuts could be used to target items that are beyond your view without using the map. One to cycle item "type" (fleet / celestial body / hyperspace gate / etc), one to cycle through items within that type. It would be tedious compared to using the map, but I still think it should be possible.
Thoughts / criticisms?