Ship Viewscreen #320
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alexanderson1993
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Some great ideas here; I don't have a lot to add, but here's my few thoughts:
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It's important to point out that there was also a previous discussion about viewscreens, which I still largely agree with: #41 |
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Once we get some engine and thruster ship systems and some controls in place for adjusting those systems, we can start building the viewscreen. This discussion is about all the stuff that shows up on the view screen. I'm going to start this discussion with some first-principles, but I mostly want to hear what everyone else thinks.
The Viewscreen's Purpose
The view screen serves as a way for the crew to get context about what's happening in the broader mission. From my experience as a CMSC flight director, during the flight it's possible for crew members to get a little stuck doing their individual job - which is a good thing! We want each station to feel meaningful and engaging. But the jobs are in service of the story, and if crew members are missing the story, they're missing a lot.
The viewscreen is a landmark that brings the crew back to what is currently happening. They should be able to watch what's happening on the viewscreen for a few moments to get an idea of what is going on right then.
How Thorium Classic space centers use viewscreens
When I was at the CMSC, the viewscreen primarily showed one of three things:
It took a lot of time and effort to create these last two things when writing new missions. However, both of these are difficult to do in an automated fashion, even with an engine like Thorium Nova. This leads to the first question:
Some tactical displays had a permanent overlay showing information about the ship itself - shield status, hull damage, current destination and speed, and the damaged systems. Maybe other things? - I can't remember exactly what it had.
Thorium Nova Prime
My previous iteration of Thorium Nova did have a viewscreen, which just showed a view outside the ship. This provides a lot of context in and of itself - is the ship around a planet, or in the middle of space? Is the ship moving or stationary? Is the ship under attack? I personally think we should do everything we can to always show the exterior view on the viewscreen.
To provide the impression of movement, a warp stars effect should be used when the ship is at warp speed, and a moving space dust effect should be used at impulse speed. A skybox is also an important affordance to indicate the ship is rotating. This has already been implemented in the star map editor using a method demonstrated here: https://wwwtyro.net/2016/10/22/2D-space-scene-procgen.html
Objects should be shown at real-life sizes and distances. This includes stars, planets, moons, space stations, and ships. However, this makes it incredibly difficult to see them on the viewscreen unless the crew's ship is very close to the objects. This leads to the first question:
Another thing that was displayed was Navigation Waypoints. The Navigator could choose objects and points of space to designate as waypoints which could then be used as guides to rotate the ship on course and activate the autopilot. The waypoints were included on the viewscreen to add another point of reference when rotating the ship to set course. It looked something like this:
Other ideas for the viewscreen
A few other things that would be cool to include:
As a reminder, I would prefer to have the viewscreen showing what's outside the ship as often as possible. That's why many things listed above are overlays, shown on top of the viewscreen. But it definitely should be possible to show other things - even arbitrary things that are defined as part of the mission. These could include pictures or videos that are bundled with the mission.
Summary
The viewscreen is a landmark which the crew can use to know what is happening during a mission. It should prioritize showing what is going on outside the ship, but overlays can supplement that with additional relevant displays.
Questions to be answered:
I look forward to hearing your thoughts!
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