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Awesome and what I would love to see


Camulus777

Suggestion

So I love the game and its mechanics. Ship building is fun and you can be an artist or an engineer. Combat is simple and exciting. Balancing your ship is not a headache at all. I was able to build and balance my first ship with the help of the side stats bar with great ease. Love it.

 

I just have a few things that I would love to see in this game.

 

1. Reverse Engineering: The ability to take mods and turrets that you find and revers engineer to base types of those turrets and mods.

2. Research and Development: Take base blueprints of turrets and mods and improve your understanding of them through research and resource consumption.

3. Mod and Turret Production: The ability to mass produce base level turrets and mods, and then upgrade them through the research mechanic to upgrade them.

4. General Production: The ability to produce every item in the game that can be traded would make markets in the game more susceptible to player influence. To go into a system with a station that you control and begin producing small arms, or beef cakes, or textiles, or carbon nano tubes would be powerful. Eventually you will see a player driven economy that can encourage trade rather than just straight out piracy.

5.Weapons Scaling: I love the weapons selections given in the game. Already there are so many with so many variations that its hard to get the same weapon twice. I would however like to see scaled weapons. The 1x1x1 works for smaller ships but being able to scale them to a 3x3x1 and 5x5x2 or even doing a spinal mount would be awesome. I foresee a frigate class ship with several smaller turrets taking out the riffraff buzzing about my ship while I line up my spine mounted extended rail-gun that I scaled 1x1x10 and punching through the enemy hull with the force of 3 Hiroshima bombs. That would be cool. Also for weapons and scaling I would love to see missiles and torpedoes as well as point defense guns.

6. Player Jump-gates: I would love to find some random system off the grid with nothing in it but a few rocks and set my station up and a jump-gate that costs a little to go through. Of course you would have to build two and the range would depend on mods and the materials used. You could set up defense platforms to thwart off your enemies or even a jammer to slow the charge up of the FTL drive to a crawl and some sort of engine dampener to slow sub-light as well.

7. Propulsion Jamming: Ya it sounds like eve online but with how fast you can move and warp in and out of systems, catching an enemy is almost impossible. The first of these technologies that would be cool would be a Jump point beacon. You build a small station with this component in a system and it will last for a set time before needing to be recharged or use some resource. When a ship jumps into the system they will jump within a 1km - 20km range depending on the size of the component built on the station. Now when ships warp into the system they will be forced to this location. The second of these devices would be similar to the first only with the opposite effect. While you are within the field your warp charge-up will be reduced to .01% of its speed or something like that, depending on its size. The last of these devices would reduce the engine acceleration of any craft within the area of effect. This will allow you to build traps in your home system to prevent pirates from  just jumping in on top of you.

8. Special Fuels: The base resources are awesome and simple, but what if you could mine them and refine them into fuels to add power-ups to ships and special devices. This would give them a little more depth than just construction materials and all the extra crap you save over time from salvaging.

9. Ship Production: Ships produced at a shipyard should cost less than if you are building them in deep space. Ships should also take some time to construct. The starter drone should have the lowest base value construction ability and should take a long time to build a battleship or even a frigate. A construction component part would be cool with scalable effectiveness in efficiency, price, time to build, and maybe even max size.

10. Captain Tactics: I would love to be able to have captains with personality and tactics. I can order to focus fire on one target, or occupy an enemy fleet like a swarm of bees, or ram the enemy ships if the captain's ship is reduced to low health or looses its weapons, or flee if the ship becomes to damaged. A captain is a ships brain, I would like to give him one.

11. Scalable Command Structure: I love that captains are needed to crew other craft that you are not piloting, but for a ship with 6 crew a captain is a bit excessive. How about giving a lieutenant or a commander the chance to command their own little escort. A captain would be required on one of them and he could command the squadron. Admirals would be required for fleet command on your ship or in larger fleets. A 3 lieutenants to one commander and 3 commanders to one captain.

12. Crew Personality: It would be cool to be able to train your crew for specific tasks or even make them more efficient at what they do. i know that fewer are required to run the guns and engines and things like that but what about making accuracy better for gunners and engine thrust better for engineers or power production better for technicians. I would love to make my crew a bit more dynamic as well, with names, and small histories, and personality quirks. This concept works well in games like Star Command and FTL, Star Trek online etc...

13. Crew Training and Promotion: The leveling is cool but what if you could have the option to train normal crew to become specialized and specialized crew to become even more specialized then that would be awesome. All automated of course. The only thing the player would have to do would be to select the crewman and put them on that training path.

14.Drones: I have seen some touch on this but I will also put in my two cents. Drones would be cool as support craft and lighter fighters or miners. Not as efficient but slightly less expensive. Pilots are an arm and a leg at the moment.

15. Asteroid Regeneration: I know in the real world resources are finite, but also in the real world resources in space are ridiculously plentiful. A single 500 meter asteroid has more platinum based metals in it than 10 earths. and its mostly iron and nickle. Regenerate the resources or give the option for it in a world.

16. Specified Jump Coordinates: Its nice to be able to jump into another system and just pop out on the other end but what if you could choose the coordinates of that system that you jump into? That would be awesome.

 

So far that's all I got. I know its ridiculous but you have the potential to do what No Mans Sky failed at doing in a lot of ways. I'm sure you aren't to keen on planets or that type of exploration but you could, and you could set it up to be far more direct than just a random race to the center. People like to cooperate and they failed at that.

 

Comment if you guys like what you see or why you don't think it would work. I like a good discussion.

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LOL you asked for discussion... ;)

 

Working backwards, I remember reading someplace that walking around is simply not going to happen (certainly now, but who know what the future brings, EVE said the same thing), the current engine and efforts are geared wrong for it... and honestly there is not much point to trying to be NMS.

 

As far as asteroid regen... there is already a mod for that, but in single player, I like finite resources, it forces exploration... and frankly finding one decent salvage yard or system and then mining asteroids becomes pointlessly slow going.

 

14) I started a thread about UAVs that got just a little traction, feel free to chime in on that. :)

 

9) I also broached the subject of building in space being too easy... met with resistance, dropped it for now

 

8) interesting thought! would take a few programming cycles to implement I think because it's so far from current meta, that's a drawback

 

5) there is already some weapon scaling, as the tech level gets higher so does the required footprint

 

4) since a majority of the player base will be playing solo or co-op with a buddy, spending too much dev time on tricking out the economic model would only benefit dedicated server scenarios... No game will ever match EVE for it's economic complexity

 

3) already exists it's just slightly tedious to accomplish

 

1 and 2) This is the ABSOLUTE Gold of your post... Factories combined with Researching are super OP just now... But I would love to see a system where you can surrender your (looted) turrets to a Research Center along with a "DataFile" (blueprint) for a chance of improving the base stats... As you keep feeding looted gear into the database there is a chance it improves and you can build from that print... This encourages looking for loot, and has a place to dump stuff into... even the low level trash can have a chance at improvement, reducing manufacturing cost... You always fight with your best looted stuff, but as you find better you recycle the old stuff to improve your "DataFiles" this keeps the looted stuff as your best gear and allows you to manufacture stuff that is just below that...

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Y I see some aspects of scaling but what I would like is size scaling not just level scaling. A weapon that can be made larger for bigger power and drawbacks.

 

As for the production I would like to be able to do it my self not just have to fly to some remote corner for a list of items that are across the quadrant just to get a slightly better gun that is out dated because I improved so much by the time I produced it.

 

As for walking on planets and the economy I'm not expecting eve. that game requires a supercomputer to run and is so in depth that it will suck the life from your aged bones and leave nothing more than a husk of dust and a memory.

 

Thanks for the comments ;)

 

 

 

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Y I see some aspects of scaling but what I would like is size scaling not just level scaling. A weapon that can be made larger for bigger power and drawbacks.

 

As for the production I would like to be able to do it my self not just have to fly to some remote corner for a list of items that are across the quadrant just to get a slightly better gun that is out dated because I improved so much by the time I produced it.

 

As for walking on planets and the economy I'm not expecting eve. that game requires a supercomputer to run and is so in depth that it will suck the life from your aged bones and leave nothing more than a husk of dust and a memory.

 

Thanks for the comments ;)

 

Being able to just scale the weapon for more damage would be comical... Immediately imagining a Honda in space with a gun the size of Oklahoma strapped to the top of it... Fire it and jump three sectors backwards. Honestly it would break the game if the scaling was anything other than a visual affectation.

 

Turret production, as it is, is less than fun. If it were DataFile driven like I described above, it could be done at any turret factory by combining your datafile with a matched type turret and XXX cost of creds and materials.. the only problem with my thought... it almost kills the entire materials model that is already in place...

 

Always happy to bounce ideas and opinions. ;-)

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The Missiles and torpedoes would be fun because they would use amo or resources to make amo.

Long ranged missiles would be able to attack from an exceedingly long range, track a target and do a ton of damage but could be shot down. Torpedoes would be similar but would not track as well and be a bit more beefy. This could add another mechanic to the main weapons systems called  Point Defense Gun (PDG) not only does this weapon track on its own but it tracks missiles torpedoes and fighters specifically.

 

Fighters should be a bit more effective as well. They are at the moment lacking in firepower and durability for their price. I could make a ship for twice the price that is ten times more effective.

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