Some Considerations
TREASURE
Peter wrote - We should (in future) write a page on "salvage" from wrecked NPC ships.
Basically a spreadsheet that does from Monster-Manual-Tresor-Factor to
actual pods worth of parts/gold/cash/metals/etc.
For now I suggest
Olly, et al, use a TF rating for scaling purposes (Gas Spore 1 TF, Beholder
500, etc). We can later argue if a "windfall" monster win should affect the
campaign and if so how. Early on 12 TW engines would be significant, later
perhaps trivial.
DOPPLEGANGERS - in general
I don't know much about the game/client/host etc
- what I'm hoping might happen is that there could be 4 or more different
"things" that look identical to the players. They can only decide what they
really are by what they actually "do". The players are not told by the script
designer what "things" he has added, so they "see" something that could be one
of a number of things, doubt and uncertainty enter the recipe.
"Is that a X,
a Y or a Z??" One of the variants might be lethal, another one might be
beneficial.
It's not about "fooling" people - it's more about surprise and
"fog of war". Part of what I'm not so keen on about VGAP4 is that people "know
so much" - they are even analysing code and the underlying maths. Most of the
"mystery" seems lost? When we played D&D, none of us knew the contents of
Pete's "monster manual" - but we learned through experience - that's not really
possible here, unless something complicated is set up for "game hosts" and
"scripters" as a opposed to "players". Basically impossible.
If the client
reveals too much, perhaps a new "Special" ship device might be important? "Stats
Cloak" perhaps? All you get is the picture - perhaps not even that unless you
get really close? Too close perhaps? It's about risk and the "unknown".
The sort of client information might be visible in stages?
at distance all
you see is a "contact" - the client only supplies a "Not Recognised" image and
no stats.
Closer in? - you might get the picture
a little closer in you
might detect some basics - like mass perhaps
At any range you should not get
data that could identify it from it's "dopplegangers" - being alien the designs
are just fundamentally incomprehensible? The human player might work it out from
it's actions but the computer/client never will. Just like the Eye of the
Beholder and the Gas Bag thing?
SCAN AMBIGUITY
I like the idea of ship scan ambiguity. Indeed there is one race with a Q-ship
in its list. Sadly the Q-ship masqs as a freighter they have...so "aha
that's a Q-ship". Which is a pity. Perhaps Tim will fix host about scans
one day.
Also a general code to handle "ship X can return radar returns like
ship Y" would be just fine. Doing the graphics is just easy. Shippack has a
list of graphics "bins" and a list of ships. Ships index bins for graphics.
Indeed the Fed pack has fewer bins than ships - two look alike. The problem
may be (as Mark notes) hull type numbers leaking. Which is bad as that is
housekeeping. Also poor is client giving the hull serial number - real
stealth navies change side numbers and radar types, etc to keep the enemy
guessing.