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On round "continuity"

Posted: Sun Mar 19, 2017 3:24 am
by captain sawrge
Brought this up earlier with Kor. Currently, most people act as though there's at least some form of implied round continuity, and the setting allows for it pretty easily.

Crashing every round might kind of get stale with regards to roleplaying it out. This is like 90% flavor, but what I'd like to propose instead is that the base/most of it at least is some kind of pre-established outpost. A ship/part of a station/etc. will be what crashlands near the base, maybe damaging it or whatever, knocks out communications equipment or jams it somehow, and the hole it creates in the surface is what kickstarts the Necropolis's encroachment on the surface in this region.

This is mostly just to give people something more to work with than "oh no we crashed again" every round so that they don't have to roleplay the unluckiest people in space.

Re: On round "continuity"

Posted: Sun Mar 19, 2017 3:27 am
by onleavedontatme
I don't really want a dynamic ship crash every round, but I'm open to other excuses why their base exists how it does/why they can't just fly out. Maybe there is some sort of leftover alien defense network that shoots down shuttles. Maybe it was colony dropped near the wreck to investigate it, and NT has been dropping hundreds if not thousands of these prefabricated bases on the planet for [lore reason].

Re: On round "continuity"

Posted: Sun Mar 19, 2017 3:32 am
by MisterPerson
Pretty much no matter what, if the lore is that something crashed from space, people are going to have a sarcastic "oh no another crash, how terrible" kind of attitude about it.

Re: On round "continuity"

Posted: Sun Mar 19, 2017 3:38 am
by Durkel
I don't think it would be too hard to create multiple flavor text on round spawn explaining what happened to cause the crash or when.

Ai malfunctioned crashing the ship, ancient alien defense system, sabotage, human error, ship was attacked by the syndicate, Wormhole appeared and ripped the fucker in half. You could just have it select from a list round start to give so a reason to crash would be easy.

Inhabiting the base itself could be a bit tricker and you could just reason that it's either a older model outpost that was abandoned and was re-purposed by the crew. I don't think the idea is that the crash happened, and you're climbing out of the rubble, it's more of a few months down the line and you've got yourself somewhat set up.

Spoiler:
Station continuity is awful anyway, each round should be separate experience itself.

Re: On round "continuity"

Posted: Sun Mar 19, 2017 3:42 am
by ShadowDimentio
It makes the most sense for the shuttle crash to be the instigating event as to why the station was set up on the planet, not that it keeps happening.

The ship was just passing the planet by when the Syndies/an asteroid/incompetence caused the ship to get split in half and half crash into the planet.

A few weeks pass as the crew establish a station on the surface out of necessity and are just starting to recuperate when suddenly the Necropolis bursts through the ground like a hellish turnip, awakened by the ship breaching its cavern and reactivating its systems, and the crew have to rush plans to get the fuck out before they all die.

As for why it keeps happening, it's just that HQ really want to figure out what the Necropolis' deal is, and keep sending people down to the outpost to learn more.

Re: On round "continuity"

Posted: Sun Mar 19, 2017 3:45 am
by Armhulen
Add an actual picture of what the ship looks like in your memory.

Re: On round "continuity"

Posted: Sun Mar 19, 2017 4:52 am
by Wyzack
What if there is something strange an anomalous about this planet that causes sensor interference and messes with communications? Linked to the necropolis maybe? It could have been part of why the ship crashed in the first place, as well as a justification to keep the anomaly random events that we have. Something is messing with spacetime in a fundamental way and NT wants to know why and how. They have set up several permanent installations to study the area but they cannot transmit their findings without shuttling out/gateway-ing home

Re: On round "continuity"

Posted: Sun Mar 19, 2017 5:20 am
by PKPenguin321
so wait
nobody can go in or out, hence the crash, lack of comms/cargo shuttle, etc

but then how do latejoins work

Re: On round "continuity"

Posted: Sun Mar 19, 2017 5:23 am
by ShadowDimentio
By spawning in the forest near the station, having finally wandered over from a crash site.

Re: On round "continuity"

Posted: Sun Mar 19, 2017 5:52 am
by onleavedontatme
PKPenguin321 wrote:so wait
nobody can go in or out, hence the crash, lack of comms/cargo shuttle, etc

but then how do latejoins work
Waking up from cryo

Which would make far more sense on our current maps as well anyway.

Re: On round "continuity"

Posted: Sun Mar 19, 2017 11:47 am
by Jazaen
Wyzack wrote:What if there is something strange an anomalous about this planet that causes sensor interference and messes with communications? Linked to the necropolis maybe? It could have been part of why the ship crashed in the first place, as well as a justification to keep the anomaly random events that we have. Something is messing with spacetime in a fundamental way and NT wants to know why and how. They have set up several permanent installations to study the area but they cannot transmit their findings without shuttling out/gateway-ing home
This would also explain all those weird lavaland ruins. We have 3 ruins based on ships (Golems, Plantpeople, Prisoner transfer (disabled) ), several ruins based on biodomes/places-ripped-from-somewhere (clown, ice and beach biodome, medical facility, the "party" ruin, vendor boxes), some that could feasibly appear on lavaland (ash walkers, hermit, ruined survival pods) and some that are metaphysical (cult site, representations of deadly sins, wish granter, hierophant, temple filled with butterflies).
You could say that planet is "something something bluespace", which causes it to reach for far-off locations through bluespace and move them here/duplicate them here, complete with occupants, and causes all ships travelling nearby to crash on it.

Re: On round "continuity"

Posted: Sun Mar 19, 2017 7:21 pm
by Shaps-cloud
Following the surprise detonation of the nuclear self destruct device aboard Space Station 13, a remote outpost was quickly settled by Nanotrasen on a nearby Terran-type planet as a forward operating post. Large hunks of the station still float around in the space around the outpost and occasionally fall into the planet (bringing things like massive scrap metal debris, escape pods and cryo pods of crew members in deep sleep, rarely containing more than a frozen corpse), and the main goal of the station is to monitor and see about scavenging anything useful from the station's remains, as well as scout the planet for sources of syndicate outposts or any kind of clues to track down the people that blew up the station. Of course, the planet itself is also full of mysterious anomalies, and fantastic rewards beyond belief are being offered to any crew members who come across anything the research staff at Centcom would deem "scientifically or culturally significant". Who knows what that means though? The stated mission is still to deal with the poor bastards who got blown out of the sky.

Thoughts?

Re: On round "continuity"

Posted: Sun Mar 19, 2017 8:08 pm
by Qbopper
Shaps-cloud wrote:Following the surprise detonation of the nuclear self destruct device aboard Space Station 13, a remote outpost was quickly settled by Nanotrasen on a nearby Terran-type planet as a forward operating post. Large hunks of the station still float around in the space around the outpost and occasionally fall into the planet (bringing things like massive scrap metal debris, escape pods and cryo pods of crew members in deep sleep, rarely containing more than a frozen corpse), and the main goal of the station is to monitor and see about scavenging anything useful from the station's remains, as well as scout the planet for sources of syndicate outposts or any kind of clues to track down the people that blew up the station. Of course, the planet itself is also full of mysterious anomalies, and fantastic rewards beyond belief are being offered to any crew members who come across anything the research staff at Centcom would deem "scientifically or culturally significant". Who knows what that means though? The stated mission is still to deal with the poor bastards who got blown out of the sky.

Thoughts?
yes

granted I was hoping for the station to initially be a wreck and the crew used the environment to fortify/etc. but this works just as well

Re: On round "continuity"

Posted: Mon Mar 20, 2017 3:43 am
by Steelpoint
Shaps has the right idea, the station should be a permanent ground base that suddenly is now dealing with a sudden critical threat from the planet, and for reasons unknown they can't launch the evacuation shuttle (randomly generated reasons as to why the ship is grounded)

Re: On round "continuity"

Posted: Mon Mar 20, 2017 3:49 am
by InsaneHyena
What if instead of leaving through a gateway, we still left by shuttle? Except make it supermatter shuttle that must be charged first.

Re: On round "continuity"

Posted: Sun Mar 26, 2017 8:45 pm
by FantasticFwoosh
Or the shuttle fires through a stargate sized gateway, requiring simultaneous charging due to the bluespace engines being busted.

Re: On round "continuity"

Posted: Mon Mar 27, 2017 12:54 am
by Cobby
Having the game come with prefabricated bits of lore and having it print before the round starts a la adlibs or when you join would be kinda neat.

Maybe one round the game talks about Nanotrasen built a base but then aliens took over that particular galaxy so it makes it difficult to escape, then another round it talks about a cultist possessed the captain to crash the ship in the asteroid, causing an evacuation to the nearest planet possible with little means of contacting centcomm, etc.

Most people won't care about the lore anyways, but it might be nice to have it a little bit variable so for those that do want to roleplay around the setting can roleplay dynamically between rounds.

Re: On round "continuity"

Posted: Mon Mar 27, 2017 8:06 pm
by Armhulen
I would love randomized lore for the start

Re: On round "continuity"

Posted: Tue Mar 28, 2017 12:15 pm
by Grazyn
Armhulen wrote:I would love randomized lore for the start
Yeah it wouldn't be hard to have procedurally generated lore that you get when you spawn

Re: On round "continuity"

Posted: Sat Apr 01, 2017 11:26 pm
by bman
but in the end no one will give a shit because no one will bother to read the block of bold text in their face when they spawn

Re: On round "continuity"

Posted: Sat Apr 01, 2017 11:32 pm
by Qbopper
bman wrote:but in the end no one will give a shit because no one will bother to read the block of bold text in their face when they spawn
i would

Re: On round "continuity"

Posted: Sun Apr 02, 2017 8:37 pm
by MrEousTranger
If we're going to have continuity we should have this hosted on a 3rd server in my opinion.

Re: On round "continuity"

Posted: Sun Apr 02, 2017 10:34 pm
by Reece
Maybe have a random disperal? Sleepers on multiple levels, so the crew starts spread out and has to make their way into the ship via a different method each time.

Re: On round "continuity"

Posted: Sun Apr 02, 2017 10:49 pm
by FantasticFwoosh
Kor's plan is set in motion and we secretly become a seceded catperson bay server, NOX furry paradise but more toxic.

Continuity doesn't exactly work smoothly on other servers i've noted, in such a case that the premise of those high RP servers is that everyone knows or is aware of everyone else. Because TG has lots of big characters, as well as random yet to be established persons continuity is a bad thing.

Dying in one round of moonstation (I forget the bay server that was on) sometimes removed you from the next in a cycle for what is hours, so its a very slow process and we can expect planetstation without instant win conditions like rev (because what do you do in rev if heads/revolutionaries go all guerilla in the jungle) will also drag on for hours.

Not to mention continuity completely screws up the concept of ghost roles, because the very essence of continuity is that you're supposed to exist. Life in TG currently is expendable because you can just roll up a ghost role to fufill a quick thrill before readying up for the next match.

- Resources on planetstation are probably going to be relatively low, so reloading a station blown to hell doesn't service anybody's interests so its a big fat no from me.
Besides the other garble above, incase people try to bamboozle what people mean by 'continuity' i don't think multiple series of events for lore makes it any clearer to detailed than sticking to a story and leaving it vague enough for people to draw thier own resolutions. (TL;DR: Groundwork for lore please but don't touch)

Re: On round "continuity"

Posted: Mon Apr 03, 2017 4:30 am
by Wyzack
I just want continuity to be as it is now, not explicit but still possible and left at the discretion of each player to decide for themselves