Forums » Suggestions

Communications System that behaves like a comm system

Nov 08, 2004 Resaurtus link
Consider this a replacement for item A3. in my big list of ideas.
http://www.vendetta-online.com/x/msgboard/3/7109#86057

The Comm system should behave as if it were an actual radio-like system. With the existing channels for grousp, guilds, general broadcast, and so on. (With the addition of faction broadcast and faction sector) If you're ship is shut down it should be unable to transmit or receive, if stealthed it should give away it's position if it broadcasts. And, a pirate should be able to equip a jammer to prevent their victim from calling for help. (Perhaps just jam out everything but Sector Global)

Some thoughts to toss around about how this would work out:

Faction Global from outside faction space: available in a power sucking boosted comms mode? unavailable at all? Impliment delays?

Exploration mission areas outside of comms range?

Deployable satalites to extend comms into a system by leaving them at a worm hole jump point. Perhaps that a limited range of sector coverage as well. This would open up the possibility of faction missions to deploy satalites into exploration territory or perhaps gray space. Also, a chance to "clear the bots in System X Sector Y and deply a new satalite, mission.

Additionally, if you fall out of favor in your own faction you could be denied encryption codes to receive faction transmissions.

I see many possibilities for a natural content extension and interesting additions to gameplay dynamics.

-- Resaurtus