What is the Flight Director's role? #46
Replies: 3 comments 10 replies
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The role of the flight director largely depends on the scenario/mission/timeline design. Your question also puts the flight director's role into two categories in my mind. Set Them Free Guide Them Safely Of course, there are likely to be scenarios/missions/timelines that don't readily fall into either of these categories. Fully automated scenarios can have a number of places where a flight director can provide direction. There should be generic tools available for a flight director to use dynamically to add flavor to the scenario. For example, in Empty Epsilon, the built in controls on the GM screen allow you to spawn ships of any faction. These ships may be friendly, neutral or enemy to the players. These ships can be directed by the GM to do a variety of things: idle, roaming, stand ground, fly to a location (shooting enemies on the way), fly to a location (ignoring enemies on the way), dock with a station, defend a target, defend a location. Stations, asteroids, nebulae, planets and other things can be spawned on the fly during a mission. Short range and long range sensors are shown on the GM screen so you can spawn stuff out of sensor range and have them fly in towards the players. Ships spawned can have their attributes tweaked so that they behave differently from your run of the mill NPC ships. In short, the GM has a great deal of flexibility without there having to be any automation written whatsoever. WIth default controls like that, any fully automated mission can be radically changed by the GM. I think Nova should have something similar as a default set of GM/flight director tools. |
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I'm not sure if this fits this discussion exactly, but I would like to point out that a lot of this work has been done for the Voyager (and presumably other locations have as well) already in Thorium classic. Task flows and the like can help with these automations being discussed. One big thing for me would be the ability to bring these things over to Thorium Nova so that I don't have to rework all of these things we've already built for our simulations. In fact, lots of work that has been accomplished by Classic's Triggers, Macros, Tasks, and the like should be directly importable to Thorium Nova, and I feel like this is an important idea that I am unsure where to place. Is this something that's already been discussed? Or is this something I can push (and if not here, where?) |
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As far as the role of the FD, whether that's a preset FD (totally automated) or a live person is to be reactionary to the decisions of the crew. Information is then used to make decisions. As long as all information is usable by the FD, then most of the work should be automated. An example: For a given simulator, whomever is in charge should be able to basically say, for anything in the simulator, if x happens, then y occurs. The example I'm thinking of here is I should be able to preset the "Engine Heat" problems at intervals of warning. If the heat reaches 70%, then I want to send a notification to the helm, I want the simulator to go to yellow alert, and I want an automated message to go out (pre-recorded or something) to say something. I can do that for any reactionary thing. I feel that this is the thing that makes flight directing super complicated, and can be eliminated entirely by allowing automations to be crafted by the individual to disallow overwhelming amounts of manual input required from the person flying. That sounds like what the plan is, and so that's good! But a FD may want different things to be automated than another, and so all of that should be up to the person flying. That way the FD has a grasp on what they want to control. That's my two cents on the role of the FD and the relationship with Thorium Nova. |
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In a game where pretty much everything can be automated, what purpose does the Flight Director, or Game Master, serve?
There are some things only a Flight Director can do, like play the role of aliens and crew members, have conversation, and debate. But does that mean the Flight Director's role is simply "Actor", while the simulation handles the actual storytelling?
The broadest answer is "Enhancement" - perhaps providing a more nuanced musical soundtrack, with carefully curated music cues. Or adjusting the difficulty of the flight based on how the crew is doing.
And, of course, Flight Directors are required for completely unscripted missions, which should be possible with the Flight Directors controls.
How else does the Flight Director change the experience in the simulator?
And should there be a distinction between missions that are intended to be flown by Flight Directors and missions that are solely automated, with no Flight Director? Or should any mission, fully automated or not, be able to be flown by a Flight Director?
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