Remote Ship Management

While this page is unimportant to the project in itself, I wanted a place to talk to you and figured that I might as well give you a glimpse of how I was writing nodes after two months of intense yet intermittent work. The spirit of this page was something like running back into the house and grabbing my phone before walking to classes. It was an afterthought: one of the final puzzle pieces that was just barely necessary, yet necessary nonetheless. After writing this, I was practically dusting my hands off. All of the intense, hard work which defined this game was done. The house was erect, and I could finally, finally move on to filling it out, decorating it to my heart's desire. (Oops, there goes my masculinity.) Perhaps a better analogy: I had the skeleton finished and was eager to get to the meat.

And I'm out of time and energy. I did, however, write one page about the universe way back in March: interstellar travel.

Remnants are some of the most powerful computers in existence and, with the help of certain components, may be capable of controlling more than one vessel at a time. Taking advantage of a great deal of Processing Power and Interfacing Capabilities, a Remnant vessel equipped with Remote Ship Management components may choose to exert its will over another craft containing the necessary RSM receptors.


The main component involved in Remote Ship Management is a channeling array. One or many of these devices must be linked directly with the AI core and must be allotted a decent amount of power. The size, number, quality and power-allocation of these arrays is considered with the Remnant’s interfacing capability and processing power to determine how many other ships of what complexity (based on the PP required to operate the vessel) may be controlled and to what maximum range. Every ship which can be controlled by the Remnant must have a channeling array installed as well, linked to the auxiliary processing core.

Auxiliary processing cores are useful components which reduce processing power demands on a vessel. In order for a remote vessel to be controlled, it must contain a high-quality “aux-proc” core with plenty of access to power and a direct link to at least one channeling array.

Obtaining a Remote Vessel

While remote vessels can be purchased from certain vendors across the galactic arm, it’s easiest for a Remnant to simply create their own in a process not unlike cellular reproduction. By opening the ship modification menu and building a set of components and a hull completely separate from the Remnant’s system, the game will recognize the need for a channeling array in each vessel and an adequate aux-proc core in the new ship. Once those have been added and each ship given a hull, the player can exit ship modification and construction of the remote vessel will begin.

Once the remote vessel is complete, it will not automatically power on. Instead, the channeling array component in the player’s ship will project in a corner of the screen a list of nearby channeling arrays with which it can connect. The new vessel’s array will appear, and the player can choose to connect with it. At this point, the channeling array of the new ship will provide additional options including the ability to ‘name’ the array (thus, the new ship) as well as to power it up, shut it off, give it orders and handle its automation. There will also be an option for the player to ‘take control’ of the new ship. If this button is pressed, the camera will shift to the new vessel and the player will control it as if it were their Remnant’s ship. From this new user interface, they will see their Remnant’s channeling array and can use similar options to order around and automate that ship, or switch back to it.

While remote vessels are typically used by only one player, their trade in the galactic arm is not unknown. Players can even trade remote vessels among each other. When building a remote vessel in ship modification, players will have the ability to select passwords for each new vessel they create. While any ship created by the player can be immediately connected to, it’s also possible to connect to other remote vessels that aren’t currently in use so long as the player knows that vessel’s password. In this way, players can purchase remote vessels from NPCs by exchanging money for a password. Once connected to a vessel, the player has the ability to reset or change the password at will in the ship modification menu.

It’s important to note that if the channeling array(s) on either ship are damaged to the point where the connection wouldn’t be made or if the remote vessel travels outside of the maximum range of the channeling arrays, the player will automatically revert to controlling their Remnant’s vessel and the remote vessel will cease to function. It’s also important to note that, while there is no upper limit to the amount of ships that the player can control remotely, the cost-per-vessel in terms of processing power and interfacing capability increases exponentially, making direct control of a swarm of capital ships nearly impossible.

Uses for Remote Vessels

While remote vessels may seem at first like a rather pointless expenditure of valuable attributes and resources, they can come in handy. For example, having a long-range ship stay back and pummel opponents while the player’s Remnant battles in the thick of it can definitely turn the tables in their favor. Having a separate ship to haul excess resources and components can also be useful, if the player’s Remnant gains its strength in being fast and nimble. Really, the more creative the player, the more useful remote vessels will become.

The field in which remote vessels become almost necessary is in commerce, or whenever the player feels like becoming an immobile space station. Just because the player decides on living the fortress-life doesn’t mean they won’t be able to fly ships around. On the contrary, established station players will likely have the capacity to command perhaps a half-dozen large ships remotely and to extreme ranges. As a commercial station, a player could use these ships to safeguard the trade vessels coming and going or to rough up the competition.

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