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What I would wish to see.


LordMaddog

Suggestion

The Devs for this game are the best Devs I have ever seen. You listen to our problems and fix it in such a perfect way it’s downright amazing. That being said I’m not expecting you to do anything I say in this post or even read it because it will be rather lengthy it’s just something that I’ve thought long and hard about and as a nobody wish to see happen.

 

1: Crew

The idea that I can pull up to a random space station and hire 40 to 80 men that don’t even know me and have them walk onto my ship is just insane to me.

I’d rather have it so you start out with just ,you a pilot, and have to gain fame or infamy to hire on new crew.

Infamy: is gained by the act of nefarious deeds like stealing cargo attacking random ships and all-around devious acts of privateering.

As your infamy grows pirates and smugglers will be willing to join your crew however these deviants of society will want their share of the loot. 25% of all profit and every now and then they will take a random module or turret for their own.

Fame: is gained by fending off pirates and aliens, running missions, trading cargo, and various other deeds accepted by society.

But having fame alone is not enough to have normal people want to join your crew you also have to be in good faction standing with the trade post or station you are trying to recruit from.

* Once an NPC contacts you and tells you he wishes to join your crew the player is able to assign him to any vessel he or she wishes regardless of the location of said vessel. If the vessel they are signed to is destroyed they will die or not die according to the settings and difficulties set on the server.

Each level of NPC’s is harder to recruit with pilots being the easiest. However pilots are equal to one miner one gunner one mechanic and one engineer but you can only have three active pilots on any vessel at any given time.

This set up dramatically changes the flow of the entire game.

With the system in place the player will start out with a very light fighter on the 0.05 scale work his way up to a heavy fighter; three pilots. Then form a squadron of maybe three or four fighters. (Player controlled AI will have to be dramatically improved which is planned anyway.)

At which point they should be able to recruit a few engineers and mechanics enabling them to make a light cruiser or cargo ship so they can make trade runs or pirate raids.

Eventually they’ll be able to hire a few sergeants so they can have a much larger ship and so on and so forth unto their fame grows and they become a force to be reckoned with inside the galaxy.

With this change normal AI ships would also be much smaller than they are now allowing for there to be full on dogfights.-Once again AI needs some improvement in this aspect-In truth there should be very few large ships flying around and coming up against one should be a full on challenge.

 

 

2: Reactors

Generators will all be renamed reactors and cost ten times as much credits to be placed. An energy management system like in the old X-wing game

will be implanted so the player can control how this new sparse resource is distributed.

Unstable and stable modes:

When a reactor is placed it is automatically set to unstable which means it generates the normal amount of energy. However the player is able to turn reactors to stable mode which means that the generator will put out ten times as much energy. In this mode though the ship the reactor is attached on will not be allowed to travel faster than 100 m/s and cannot perform hyperspace jumps effectively making it into a station or a defensive weapon platform.

Switching a reactors mode takes time according to the mass of the reactor if you have a massive reactor it can take up to twenty minutes for it to fully switch, during which time it produces verey litle energy and is vulnerable to attack.

 

 

3: Batteries

Currently an almost completely worthless block it will now become a strategic importance in which the player debates if it’s worth shelling out the extra money for the reactor or if he/she should just put on more batteries to power his weapons.

With the cost involved I believe in most cases putting on more batteries would be a better solution.

 

 

4: Engines

Now engines will consume energy according to their efficiency. The larger the mass the better their efficiency. But because the required engineers you want to keep your engines small. So no longer will we have ships that go over 1000 m/s leaving NPC ships far in the dust.

Afterburners: every engine according to its mass will have a certain amount of afterburners that the player can use and that recharge over time no longer will it directly suck energy from the batteries.

Cruise mode: activating Cruise mode will shift all available energy from weapons and other nonessential components into the engines allowing for much faster travel. However activating and deactivating Cruise mode takes several seconds and can be disrupted by taking damage.

 

 

 

5: Weapons

New blocks added one for each weapon type.

Plus a new weapon type called torpedo, which will move very slowly but pack a heavy punch. (Bombers anyone?)

These blocks would work off of this principle.

The width and height of the block will determine its energy efficiency and max aim angle.

IE: a block of 0.05 scale can only shoot a 25° arc in front of it. While a block of 0.1 might be able to shoot at a 75° arc.

However the larger the block the slower the aiming speed. So a block of 0.5 might be able to shoot at an almost 360° angle and have excellent energy efficiency but it will take forever for it to turn and track its target. For missiles on the other hand the larger the slower they move.

The length of the block will determine its range and accuracy. In case of missiles their lock on maneuverability. There is no drawbacks to this stat, however the larger the weapon the more gunners and mechanics it’s going to require.

Once placed in the build mode a new UI option becomes available. In this option you can adjust its fire rate and damage. The higher the DPS the more power draw.

Yes with this method one could theoretically make a weapon that uses all their energy in one shot but this would be quite foolhardy. The players will undoubtedly find a good balance between power usage and damage according to their own preferences.

These new weapon blocks would not all be available when the player first starts they would have to search throughout the world to buy their blueprints. One for each type of resource and each resource would have a different effect for each type of weapon.

Turrets:

All turrets would now be independent firing. The player can also scale them increase or decreasing there DPS and power draw. Turrets as a whole should also never cost more than one gunner especially as they get more advanced.

As they scale in size though just like the weapon blocks there turning speed and aiming speed significantly decreases thus making them effective against larger slower targets and quite ineffective against fast agile ones.

There should also be no arbitrary limit placed on them other than the need of gunners and energy. I would like to see the plus more turrets module completely removed from the game along with the plus energy generated modules or they will be all the player will ever use.

 

 

 

6 Shield generators:

The larger the mass of the shield generator the more energy efficient is. Just like with energy management shields should be able to be angled like in the old space games.

Once placed a new UI pops up that lets the player set the max strength and HP of the shield for a permanent power draw according to its efficiency.

Using the energy management system to shift energy to or from shields causes them to recharge faster or slower.

 

 

 

7 Integrity field generators:

I know this is a hot topic and has been discussed at length on these forums. But what’s the use of having destructible ships if you never destroy them?

This is what I believe integrity field generators should be.

When placed according to their mass and the ships mass a certain amount of energy is permanently allocated to it that allows mechanics to repair broken off parts.

They would also according to the mass reduce or completely negate collision damage. :IE I have a large integrity field generator and I bump into an asteroid at a rather slow speed the damage is completely absorbed and negated. But let’s say you have a small integrity field generator and you smash into a space station. The integrity field generator is overwhelmed and only able to reduce a certain percentage of the damage taken.

Also once placed a new UI will be available that enables the player to use energy according to the integrity field generators efficiency to increase the entire ships HP. This new HP is equally distributed among each block regardless of size. This feature is mainly for use with stations and defensive platforms so players that have shielded piercing weapons cannot easily destroy them.

 

 

8 Resources:

I don’t think resources should be so dramatically different and I’d like them all to have their own part to play.

I would suggest something like this.

Iron is heavy, cannot have a reactor, and its armor is only medium however because of its cheapness and availability its use in kinetic weapons is good.

 

Armor    mass   energy generation  energy weapons explosives    kinetic

3            4                  0                            1                    2              4

Titanium is light and all-around balanced in almost every aspect and because it’s slightly more availability it is to go to resource.

Armor    mass   energy generation  energy weapons explosives    kinetic

2          2                2                            2                    2              2

Naonite just goes well with all things energy though its armor is poor and kinetic capabilities nonexistent

Armor    mass   energy generation  energy weapons explosives    kinetic

1          2                4                            5                    1              0

Trinium lightweight and durable and relatively balanced.

Armor    mass   energy generation  energy weapons explosives    kinetic

3            1                3                            3                    2              2

Xanion medium weight good durability but it’s innate properties aren’t the best for energy generation.

Armor    mass   energy generation  energy weapons explosives    kinetic

4          3                  1                            1                    3              3

 

Ogonite heavy solid and packs a punch but can’t generate energy at all.

Armor    mass   energy generation  energy weapons explosives    kinetic

5          4                  0                            0                    3              5

Avorion  this amazing new mysterious material is quite volatile and excellent for generating energy however it’s explosive nature means that no one in their right mind would use it for armor or energy weapons in fear that it might explode.

Armor    mass   energy generation  energy weapons explosives    kinetic

0          3                  5                            0                    5              0

 

These stats are of course completely my own arbitrary idea and most likely do not line up at the devs in the least bit. But something along these lines would be nice to see.

 

 

9 Resource gathering:

I’d like to see specific resource asteroids become extremely rare but once found give thousands of materials however also usually having some sort of Guardian.

And instead have normal asteroids become the default resource node. As you mine an asteroid it is possible to obtain any material all the way up to Ogonite but mostly you’ll just get iron with a chance of obtaining other resources slightly increasing as you get closer to the core.

I’d like to see two new blocks added for this as well.

The first of witch would be called the drill.

The drill would be attached to the player ship and they would actually use it to mine/drill into the asteroids or wreckage. The bigger the mass of the block the more energy efficient it would be. Once placed a new UI would be available in the build mode to adjust its damage and power draw according to its efficiency.

 

The second the grappling hook.

The grappling hook would allow players to attach to an asteroid or wreckage and haul it around enabling players to take asteroids or wreckage all the way back to civilization where they can either be sold to an NPC or harvested for much higher percentage of resources for small fee. And just like it is now larger asteroids can be turned into mines or sold to factions for reputation and money. However to sell them you would have to bring the asteroid all the way into the sector and to a location the NPC denotes. No more of this finding an asteroid floating around in the big black expanse and selling it to a random faction you didn’t even know existed.

Harvesting turrets:

This is just my own personal pet peeve in my thoughts on how to make the aliens just a tad bit more mystical and mysterious.

Mining and salvaging turrets are removed from the game and replaced with a rare drop from aliens called the Matter Disassembleator.

Matter Disassembleator uses a massive amount of energy to quickly deconstruct an object gathering its resources. And would have a description something like this.

Scientists are still baffled by this amazing piece of technology but they believe it uses some form of frequency to break matter down on a molecular level for easy resource gathering however it does not work on living matter or any material with energy actively flowing through it.

 

 

10 Factions:

There’s only two major change that I desire for factions on a whole.

One you do not lose factions according to how much damage you do! Instead loos it just like you gain it when you destroy a ship. The ship you’re attacking however though if you do enough damage will attack you and all of its friends as well but you will not lose factions unless you actually destroy a ship.

Two, more faction distinctions, right now all factions just seem to be one gigantic blob and there’s frankly way way too many of them. I read on a forum post somewhere that the devs are working on this so I won’t spout my two cents.

As a far-off distant dream though I would like to see a factions system sort of like freelancer had wherein all factions are intermingled where you might help one and damage your faction with another and vice a versa.

I also know that player factions is planned but it be pretty neat if there was some way for a player to join an NPC faction and eventually become the leader of that faction.

 

11 Aliens:

These guys need a complete overhaul. They are what caused the destruction of the entire galaxy yet they’re just a minor nuisance?

First and foremost they need interesting ships designed for them. Secondly they need to seem as if they have an active objective.

They should be able to open wormholes and appear anywhere. Usually with a small scouting party and once they find a viable pool of resources a battle group jumps in followed sometime later by actual harvesting ships that come into harvest said pool of resources.

NPC stations and outposts should all be set up in such a way that they are designed to fend off these random attacks with stationary gun placements and armored stations.

A player wondering the vast expanses of space should have to worry about being swarmed if they randomly try to fight them as well.

However on that note the player should also actively tried to fight them if they believe they are capable of beating them back because they are typically composed a little bit of each resource and drop interesting loot.

 

 

 

12 Traveling:

This is much my own personal preference but I’m a big fan of freelancers and the X series traveling system that consisted of jump gates and traveling lanes.

With that in mind I would like to see the player start with no hyperdrive at all and instead transitioning sectors by flying to the edge of the sector and loading into the new sector. Then once the player has gathered enough resources to create a hyperdrive block they can use hyperdrive somewhat normally except it is impossible to jump to uncharted sectors.

Which means they will either need to find an NPC that will sell information on the surrounding area or fly to the sectors manually.

On top of this hyperdrive should only be able to be activated while in cruise mode. IE: straighten out for your jump for too Hyperspace and don't get hit or your cruise mode will cut out and you wont be able to jump.

Also I would kill to see something like these http://media.moddb.com/cache/images/mods/1/21/20312/thumb_620x2000/123301486-4.jpg trade lanes in planted into the game to help with traveling. Just because they add so much depth and opportunities for Pirates.

 

12 Pirates:

Pirates only attack targets of opportunity such as the heavily damaged ship or a cargo hauler with no escort.

And they find these targets of opportunity be leaving around little drones. These drones constantly gather information about the surrounding areas and send it to the Pirates if the player finds one they can either destroy it for small bounty or hack it to gain its information.

All Pirates should have home bases that are well guarded with gun emplacements and armed stations. If the player finds one they can either sell its location to another faction or take it out themselves for massive boost in fame and free non-stolen cargo. Or if the player happens to be friends with the Pirates through his own nefarious acts he can recruit new Pirates to his crew, sell stolen cargo, and buy information on possible targets of opportunity.

 

 

13 Player outposts building:

The current system isn’t all that bad however I love to see players being able to create absolutely every type of station including turret factories and research stations and if in planted trade lanes as well.

If the energy and weapon system suggested here is also implanted this means the player would also be able to make their outposts quite defend-able even while off-line which would be a great improvement.

As it stands right now however there is no way to defend any structure the player makes and that structure stays in game even when the player logs off making it very vulnerable.

14 Trading:

The idea that I can pull up to a station and sell a hundred and fifty million dollars worth of body armor to the station just because it has the cargo hold is crazy. No government would ever agree to that!

But hey this is a game and its fun. LOL

That being said trading in this game is far too easy and for someone who knows what they’re doing they can make half a billion in one run. Which I have done a couple of times.

Having this type of excess amount of money completely imbalances the game and if left in place as it is it would also massively damage the entire foundation of my suggestions.

A few thoughts on how to negate this is one to have Pirates attack the player when they’re carrying viable cargo. Heck if I was a pirate and I seen someone carrying around two thousand neutron accelerators or proton accelerators I would call in all my favors and gather the largest feet I could to take him down and steal his cargo.

Another way to fix this is to have factions have a max buying capital for each station. I highly doubt that any given station would have more than 3-5 million credits on hand.

 

I have much more to say but I may add it later because this is a massive wall of text already

All feedback is welcome.

 

 

Lord Maddog

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