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  1. We basically had the idea in discord to have small pockets of the map be inaccessible until you defeat a "fortress sector." where the enemies are more numerous and maybe even contain a randomly generated boss or something. Once the sector is cleared, the pocket will become accessible via jumps. inside this small pocket might be an enemy HQ, better drops, a high concentration of claimable asteroids or secret stashes, etc. Things that the player would like. Accessing a fortress sector would be done by a special gate that tells the player it leads to the fortress sector. You cant directly jump into it until its cleared. Afterward the player clears it, the rift/wall around the small pocket would disappear allowing hyperspace jumps in and out of it. Some kind of map marker or color would remain denoting which sectors are a part of the hidden pocket - maybe even just automatically get tagged as "secret space" with map tags.
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  2. A discussion between Azu and I on discord lead to this idea. At the moment fleet warfare feels pretty bad, it's all about who's got the best guns and the most ships. That's it, nothing more, nothing less. The AI for the player doesn't take into account their weapon properties nor the configurations of allied ships around them, they simply fly at a target and shoot till either they are dead or the target is. This eliminates all reason to build specialized crafts for any one purpose, forcing all ships to be built as "all rounders", vastly stagnating and limiting the skill expression and enjoyment of large scale fleet warfare. What we had discussed was a captain system! Captains can be trained to gain additional skills: Personality type (sniper, interceptor, PDC ship, bruiser ect) Rarity Bonuses (decreased shield regent time, better accuracy, lower overheat cooldowns, rate of fire, lower power requirements for ship mods) Penalties (increased power requirements, lower accuracy, lower rate of fire, less mod slots) These captains could be trained at the Military Outpost that's relatively useless as of the time of typing this post giving them a greater purpose in the game. This would either require a player to bring a captain to the Outpost or higher one there and then put it into the training course you would like them to go through. The courses could even be split into tiers to allow players to learn the system without accidentally rolling a legendary game breaking captain. A good chunk on credits wouldn't be unfair for this training as fleet warfare is usually mid-late game and the players would have the credits to spend anyways, Examples: Captain: Adrian Rarity: Rare Class: Interceptor Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15% Penalty: Rate of Fire decreased by 10% The captain here would shoot slightly slower to increase accuracy while their guns would cool down faster to enable them to pick off smaller targets faster. Captain: Stella Rarity: Exotic Class: Bruiser Bonuses: Decreased shield regen time 15%, Increased shield regen 10%, Shield mods require 10% less power to install permanently Penalty: Increased energy usage shipwide by 15% This captain would be used for a closer ranged heavy bruiser looking to soak alot of damage while other ships do the heavy work. The trade off that should be expressed here is all other systems are taxed by the modifications this captain does to a ship to get the shields to regen as they do. A ship would have to be designed specially to suit this captain and her trade offs. Captain: Darek Rarity: LEGENDARY Class: Carrier Admiral Bonuses: Fighters deal 15% more damage, Fighters gain 10% weapon range, Fighters gain 15% dodge chance, Pilots under the Admiral's command gain levels at twice the normal rate Penalty: Incompatible with Xsotan upgrade "The AI" , Reduced pilot survival rate by 15% This Legendary Captain would be upgraded to his class's equivalent of an "ultimate" Captain seen here as an Admiral. While the bonuses are very nice for a carrier with lots of fighers, one of the draw backs for this Admiral is he won't pilot a ship with "The AI" plugged in and the modifications he has done to his fighters causes them to explode violently on destruction reducing pilot survival rates by 15%. This loss of experienced pilots would be offset by them gaining experience twice as fast as normal pilots
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