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 Post subject: Consolidated ideas thread
PostPosted: Fri 10 Jun, 2011 2:39 am 
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Format Rules "[*]Category: Summarized sentence. [forumID]"

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FAQ: Anyone on the forum can add their ideas. All they need to do is summarize a sentence and change it to suite the formatting rules above.


ARTIFICIAL INTELLIGENCE
  1. AI: “wing men” and drones, more options. [gruntmaster1], [Frozen]
  2. AI: a recall button. [TypoNinja]
  3. AI: auto-repair if they are a certain % of health. [Halogen]
  4. AI: full auto pilot button. [j01], [XrBob]
  5. AI: I want the AI to treat different ships differently so that the volley does not try to fight enemy ships at point blank range. [AlKaPwn], [Halogen]
  6. AI: My kingdom for a hold position button! [TypoNinja]
  7. AI: set no fly zones, or fly zones around your ship or set desired engagement range [flatlander], [TypoNinja]
  8. AI: target weakest armor [Danny252]
  9. A.I: keeping orders persistant (e.g tiny ships agressive stance) between missions might be good. [The Icecream Snowman]

ANOMALIES
  1. Anomalies: Camouflaged asteroids that transform into gun platforms when a ship is close [Minsc&Boo]
  2. Anomalies: which can provide bonuses or penalties to certain ships stats. [FDru]

ARMOUR
  1. Armor: is not protective enough [CmdZOD]
  2. Armor: is too heavy [CmdZOD]
  3. Armor: You can't play smart with armor slots [CmdZOD]

BEACON
  1. Beacon: Configurable weapons/components [TNSe]

BOOSTERS
  1. Boosters: automatically repair armor/hull Booster. [zecrus]
  2. Boosters: increase damage instead of fire rate [gruntmaster1]
  3. Boosters: cargo modules, to improve max cargo. [Amegon]
  4. Boosters: Replace Crew booster with 'Ship' booster, 5%-10% boost to hull or armour strength/damage reduction and repair rates, crew and cargo capacities, and subsystem range/power. [snthsnth]
  5. Boosters: Special weapons booster, affecting Bombs, Mines, Drones, and Deployable turrets [snthsnth]

CAMPAIGN
  1. Campaign: 'hidden' or 'special' stars where the enemy level is up in the 150 or so. [Xylan]
  2. Campaign: A WAY more immersive/fleshed out story. [Astyanax]
  3. Campaign: Add side-quests in with rewards you can't get anywhere else [Xylan]
  4. Campaign: Arena (pseudo spectator mode) in which one could bet rez or data or goons based on which team of ships that he (or she) thinks will emerge victorious. [Astyanax], [Brainwright]
  5. Campaign: balance beams early-game and balance missiles late-game. [Sigma_100]
  6. Campaign: blueprints determine the difficulty of a system more so than System level. [eddy vegas]
  7. Campaign: Building an economy via player created space stations/colony's. [Minsc&Boo]
  8. Campaign: Epic boss battles [Xylan]
  9. Campaign: let me cheat [Astyanax]
  10. Campaign: Make most if not all side missions, well, two-sided. [FinDude]
  11. Campaign: Mines seems to be mostly useless, unless you can add more defense missions. [PhiR]
  12. Campaign: more variety of missions; more ways to increase/decrease both factions' strengths in systems. [Sigma_100], [PhiR]
  13. Campaign: New game restart, tech blueprints should be harder to get. [PhiR]
  14. Campaign: too much emphasis on goons as a resource in chapter 4 (from what i hear) [Sigma_100]
  15. Campaign: too much grinding. [eddy vegas]
  16. Campaign: Remove the level cap, or increase it to the point where you could max out all research. [BADBL00D]
  17. Campaign: Give the size 3 mining station three huge mining lasers (size 2 has two and so forth). [The Icecream Snowman]
  18. Campaign: Destroyed starbases should only drop their level in blueprints. Ex: T0 base drops no blueprints, T1 drops 1, T2 = 2, T3 = 3. This increases incentive to buy blueprints, but still allows getting them by base kills. [snthsnth]
  19. Campaign: If a starbase is destroyed and has more than it's level in blueprints it should erase/transmit the data so you can't just farm one system for the prints. They should reappear in a nearby system, about 3 jumps away. [snthsnth]
  20. Campaign: Short range galactic side-missions. Ex Carry Rez/goons/something to the same faction's starbase in a neighbouring system. Receive standard data/goon/rez reward, occasionally receive a specialist or blueprints. [snthsnth]
  21. Campaign: Missions that build up one side should weaken the other if both are T3. [snthsnth]
  22. Campaign: Warpgate bribes expire if you lose favor with the local UTA base. This improves bribing and keeping relations of the UTA high. [snthsnth]
  23. Campaign: Warpgate blockades rebuild after a number of jumps, scaling with base size, bounty hunter presence, and civilian resistance. A larger UTA base size will decrease the time, a larger Civ base will increase the time, and BHs will reset the timer half the time. [snthsnth]

CLOAKS
  1. Cloaks: Cloak of deceit, make you appear to be another faction temporarily [Minsc&Boo]
  2. Cloaks: instantly cloak themselves while in combat, for only a few seconds and at a very high energy cost. [zecrus]

CONTROLS
  1. Controls: A circle strafe left & right 'Button'. [Minsc&Boo]

DRONES
  1. Drones: Add medium drone bays, that would hold 3-5 drones, which would be on medium ships. [zecrus], [Frozen]
  2. Drones: Drone booster module, Configurable weapons/components. [TNSe], [Frozen]
  3. Drones: Drone counter just below the cargo and crew counter in the upper left status display of your ship. [PhiR], [Frozen]
  4. Drones: Harvester Drones: no individual cargo space, pulls cargo towards you. [EdTheRabbit]
  5. Drones: Incorporate utility drones which can regenerate shields, repair hull, fix friendly ships, use tractor beams, etc. [Xylan]
  6. Drones: make drone tech tree damage not dependent on cannon and beam tech tree [Frozen]
  7. Drones: drone factory booster hastens respawn and +1 drone, but no stat bonuses. [Brazilian Joe]

EYE CANDY
  1. Eye candy: Derelict capital ships that can be boarded like stations which you can do nasty things to or extract technology from. [FDru]
  2. Eye Candy: Floating signs could update from RSS feeds/Game Stats, via 'newsflash' style floating advertisements. [Minsc&Boo]
  3. Eye candy: More interesting stuff in dead space [FDru]

FACTIONS
  1. Factions: Split up factions into sub-factions, such as a ninja faction. [gruntmaster1], [CmdZOD]
  2. Factions: Add an anti-Bounty Hunter faction that operates similarly, Pirates for example. They should always have 1 system of buffer between their bases. They could use weaker hulls and surplus/basic equipment, but have high numbers, BH attack with 4 ships, they could use 8. [snthsnth]
  3. Factions: Bounty Hunter/Pirate missions, catch the pirates or steal the goods. Give an option for keeping the reward/goods or increasing relations with the faction. [snthsnth]
  4. Factions: Having a bounty should make pirates friendly. [snthsnth]
  5. Factions: Short range reputation for Civ/UTA. Changing your relations with a faction will adjust the neighbouring system's attitude by half the amount. So going from Friend to Neutral will lower a surrounding system from Neutral to Dislike. It can only happen when the warp gate has been cleared. [snthsnth]
  6. Factions: Destroying rogue bases raises favor with that base's faction, as rogue bases are helping the other side. There should be no penalty from the side that was allied with the station, as they are still 'on the fence' and hadn't fully switched sides. [snthsnth]

HANGER
  1. Hanger: Allow a hanger to be split up into 2 hangers one size smaller. This would allow much more fleet customization, make smaller ships more useful, allow new tactics. [zecrus], [necavi]

MAIN MENU
  1. Main menu: choosing a savegame name should only be a valid action if you click on "new savegame..."[PhiR]
  2. Main menu: The possibility of designing / personalizing the picture of the main character, the player is supposed to be. [nomosoko]

MANUAL
  1. Manual: Where is it? [Minsc&Boo]

MODES
  1. Modes: Arcade Mode. Survive the hordes of UTA, Civilian and Zombie ships! [Saihah], [Scyris99]
  2. Modes: Like Xenon Megablast, Raptor or Tyrian2000, Diablo mode [TNSe]
  3. Modes: Ships drop powerups/blueprints and equippable artifacts that boost ships systems. [bencurthoys], [Hawkido]
  4. Modes: Station Battle, Capture the Beacon, King of the Hill, Custom Mode. [Halogen]
  5. Modes: Zombified mode as a End Game thing. [Selnac], [Saddend Sandvich]

MOTHER SHIP
  1. Mother ship: Configurable weapons/components [TNSe]
  2. Mother ship: modules e.g living quarters [VenomSeed]

RESEARCH
  1. Research: All techs available from first system [gruntmaster1]
  2. Research: Aspects that are secondary to the ship should not cost as much to upgrade as the main weapons and defenses. [zecrus]
  3. Research: Fallout style perks available for ships [Minsc&Boo]
  4. Research: Make tech trees that are not used often cost fewer points, or be compacted into fewer tech levels [zecrus]
  5. Research: More predictable research, eg each tier will have a set percentage. [gruntmaster1]
  6. Research: Zombie tech tree [AlKaPwn]

SHIPS
  1. Ships: Ability to capture other human ships, also goons abandoning captured ship then detonating. [Genmanator]
  2. Ships: Build your own spaceship [Astyanax]
  3. Ships: Cluster ships made up of 3 or more smaller ships [Minsc&Boo]
  4. Ships: Customizable ships, such as colors/camouflage and faction specific colours [Halogen], [BADBL00D]
  5. Ships: Huge ship abilities, splitting apart, turning ships friendly [Minsc&Boo]
  6. Ships: I want a battlewagon. a two huge and and two large turret monster with a few booster slots and utility slots to feed the guns. [Meatboy]
  7. Ships: fight ships that are too large for the whole screen. [Amegon]
  8. Ships: how can I ensure that I am in a particular ship on regen? Or is that not possible? [Swaag]
  9. Ships: star cruiser shooter slots should be slightly tilted inwards to focus near the edge of the screen. [PhiR]
  10. Ships: increase damage of scuttled ships. [The Icecream Snowman]
  11. Ships: "Class bonus" system where using 1 right hook, 2 left hooks results in stat boost for all ships, similar ideas for other ship groups. (1xsaucer,2xgyro 1xcarrier,2xbig brother, and so forth) [Cyriel]
  12. Ships: Infection indicator that shows how badly your ship is infected and when you lose control over it. [Cyriel]
  13. Ships: Aesthetic options for large and huge hulls, like the Freighter has. [snthsnth]
  14. Ships: Give the Freighter a weapons boost, either replace the current turrets with 2 medium turrets or 4 small turrets, or a medium bomb/mine mount. [snthsnth]

SOUND
  1. Sound: More ambient music (maybe the option to play user mp3 files in game) / Music for certain events (especially in the main storyline). [Nomosoko]
  2. Sound: A radar sound to alert me of large ships approaching from a set distance. [Minsc&Boo]
  3. Sound: constructed/destroyed sound too quiet. [PhiR]
  4. Sound: Missile lock. [Minsc&Boo]
  5. Sound: Ambient zombie radio chatter. Sets the mood better and overall creepyness would increase. [Cyriel]

STARMAP
  1. Starmap: Make the Show Science/Colony/Miner Information into Buttons to toggle information on an off. [crimer], [grovepjp], [X_Y]
  2. Starmap: Show system tech levels beside player tech levels, instead of when I hover over the tech tree. [snthsnth]

TACTICAL
  1. Tactical: Add way point markers to the HUD. [BADBL00D]
  2. Tactical: Advanced panel "Emergency" - shields boost, engine boost, weapon boost. Relevant booster should be a prerequisite. [bencurthoys]
  3. Tactical: Hold position / at range and locking in formations by placing your ships around you on the tactical map. [AlKaPwn], [ Stephen], [Aspen28570]
  4. Tactical: Requesting docking function please, dock ships instead of sell and rebuild. [Meatboy], [X_Y], [Minsc&Boo]
  5. Tactical: star map system colour is very confusing, glow colour seems to indicate star difficulty yet the star level has a number? [PhiR]
  6. Tactical: Tactical Escalation, warps in a bigger Beacon with more attack and tractor beam points, harder shields and health, as well as larger harvest radius, a bit stronger than T0 base. [lunaticneko]
  7. Tactical: Complex Shortcut Keys. | Ctrl + <Ship Numbers>, E, Q (keep Ctrl pressed, press Ship Number, then R, then E) = Repair | Ctrl + <Ship Numbers>, E, W = Sell, Sell! | Ctrl + <Ship Numbers>, E, R = Self-Destruct | Ctrl + <Ship Numbers>, E, T = Vent decks | Ctrl + <Ship Numbers>, Q, Q = Come here | Ctrl + <Ship Numbers>, Q, W = Attack my target | Ctrl + <Ship Numbers>, Q, E = Defend my target | Ctrl + <Ship Numbers>, Q, R = Run and draw whatever you're fighting away from me. | <Ship Numbers> means more than one can be selected, e.g. Ctrl + 123EQ means repair ships 1, 2 and 3. [lunaticneko]
  8. Tactical: Complex Shortcut Keys for Fleet commands: Ctrl + R, R, R, R = Retreat (display dialog) | Ctrl + R, R, E, E = Sell all ships except current | Ctrl + C, C = Cease Fire / Commence Fire. [lunaticneko]
  9. Tactical: Make minable asteroids more visible on tactics screen, maybe just outline them? or more yellow in color? [Cyclops25]
  10. Tactical: Color ship icons by faction, use brightness to show relations. Ex: Civs are bright green when friendly, dark when hostile. [snthsnth]

TARGETING
  1. Targeting: Closest item first. [Maarek]
  2. Targeting: Eggs, asteroids, containers, and zombie containers are not target-able for missile attacks. Only SRMS tend to auto-target the item once in the missile's flight path. [Maarek]
  3. Targeting: Friendly fire should have a toggle switch [Vastin], [BADBL00D]
  4. Targeting: Provide a "clear/cancel target" button. [BADBL00D]

USER INTERFACE
  1. UI: Dynamic numeric ship stats available in Hangar. [EdTheRabbit]
  2. UI: Numbers - Damage output, range, reload times of weapon components (with listing of the exact effects of specialists and boosters), Energy production / consumption of the various components under load, Spaceship speed. [nomosoko]
  3. UI: The upgrades/blueprint overview looks confusing. Change it into categories like cannons, blasters etc? [Amegon]
  4. UI: Goons/Rez information available on all screens. [Capn Darwin], [Minsc&Boo]
  5. UI: no indication of ship blowing up before warping/repairing. [PhiR]
  6. UI: Show stats on items, and not just 'bar graphs'. [Xylan]
  7. UI: Splash screens during loading screens instead of blank, black backgrounds. [Halogen]
  8. UI: Tactical screen, options remain persistent. [zanthal]
  9. UI: A button that lets you change all armour on a design at once. [snthsnth]
  10. UI: Add a fourth stored hull design for each hanger. [snthsnth]
  11. UI: Pressing 1 while in the hanger should bring up hanger 1, current hull. Pressing it again should cycle through the stored hulls. [snthsnth]

UTILITIES
  1. Utlities: Larger sized tractor beams can grab smaller ships, slowing/stopping them. Speed reduction is proportional to the difference in size between the beam and ship. [The Icecream Snowman]
  2. Utilities: Utility slot "anchors" that root your ship in place, takes time to set up, immobile once fully done, refire speed / damage increase bonus, takes time to remove, same anchors can be used to attach to enemy ships. [Cyriel]
  3. Utlities: Basic tractor beam in any hull, so you dont have to "thread the needle" every time your small ships pics up single goon pod or rez. Just make the little beam that pics up data go for both goons and rez too? [Cyclops25]
  4. Utilities: Mid level improved tractor with 2 beams, high level advanced tractor with 3. [snthsnth]

WEAPONS
  1. Weapons: bomb which releases a drone swarm on detonation [Terraziel]
  2. Weapons: combine bomb/mine tech. [Sigma_100]
  3. Weapons: Increase blast wave radius of bombs, decrease debris [gruntmaster1]
  4. Weapons: 'Cauterization Beam' – burns out zombies from a ship [Astyanax]
  5. Weapons: 'Hook' - ship sticks to another ship and slowly drains it of resources [Astyanax]
  6. Weapons: A cluster bomb. A bomb that sprinkles standard mines. [PhiR]
  7. Weapons: beam boosters and/or fusion beams need reworking. fusion beams way too energy inefficient for their damage. [Sigma_100]
  8. Weapons: cannons early on are not powerful enough, targets too fast. [TNSe]
  9. Weapons: grunts ships / suicide cannons need to be reworked and/or crew tech needs improvement. [Sigma_100]
  10. Weapons: Make utility weapons available for use on ANY kind of slot type. [Habadacus]
  11. Weapons: Mines aren't really effective against ships that enter the minefield, only against ships that linger there. Getting AI to fight in one place is a serious pain. [PhiR]
  12. Weapons: missile and torpedoes can go offscreen, there should be some indication about the range. [Minsc&Boo]
  13. Weapons: More utility-type weapons (IE leech beams, gravity missiles, etc), especially for cannons. [Sigma_100]
  14. Weapons: Multiple weapon ideas [Drasha], [X-heketchis]
  15. Weapons: Player friendly critters to be used as a weapon to disable ships. [Darkswift]
  16. Weapons: point defense needs to be far more effective against ordnance and far less effective against drones. [Pu239]
  17. Weapons: pulse that encircles the ship doing damage to whatever is in the pulse. [Meatboy], [rditto48801], [J HG T]
  18. Weapons: that drag ships into anomalies, like the flytrap missile [Minsc&Boo]
  19. Weapons: charge blaster. keeping the mouse 1 button pressed fills something and releasing it shoots a big blast out. [Amegon]
  20. Weapons: upgrades and specific weapon groups regardless of weapon type. [TNSe], [Evilsod]
  21. Weapons: The Stabilizer Field. It projects an aura around the ship that prevents loot items in its range from decaying. [Habadacus]
  22. Weapons: A dedicated anti-critter weapon. I usually use some beam weapon like a windscreen wiper but this would do it for me while I keep fighting. [The Icecream Snowman]
  23. Weapons: Someone wanted to be able to ajust the angle of the fixed turret mod, i support that! [Cyclops25]
  24. Weapons: Level 10 fusion point defense, 10% higher overall dps, constant beam, slight warm up time. [snthsnth]
  25. Weapons: High level Crew teleport gun, has a visible beam, only operates when the beam hits a target, can't beam through shields. [snthsnth]
  26. Weapons: Super-Huge fixed turret mod. Allows you to mount a bigger than Huge weapon on a huge turret. Power draw should be double that of a Huge weapon, but the damage should only be 50% higher. Inefficient but flashy. (and still less powerful than the triple turret) [snthsnth]
  27. Weapons: Mods (not boosters) -- More for SPAZ 2 since it requires engine changes at the fundamental level, but essentially rather than generic "boost everything" modules, mods can be 'applied' to weapons to change their stats. [angrytigerp]

ZOMBIES
  1. Zombies: "Critters" infect life pods and vented crews to make more zombies (mass infection) [Cyrus67]
  2. Zombies: Armor and zombies don't go well together [CmdZOD]
  3. Zombies: I really want to play as zombies and have some cool abilities there. [Halogen]
  4. Zombies: ships enter cocoon state, giving chance to be destroyed before overwhelming player [Cyrus67]
  5. Zombies: zombie big buses shooting grunt shuttles is totally NOT cool [Sigma_100]
  6. Zombies: zombie ships ram you when below 25% health, ejecting zombies onto you. [AlKaPwn]

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Last edited by Minsc&Boo on Thu 24 May, 2012 12:18 am, edited 36 times in total.

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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 10 Jun, 2011 2:49 am 
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Dart

Joined: Wed 08 Jun, 2011 5:25 am
Posts: 24
Excellent consolidation effort! This should give them a lot to work with in the coming months! :)


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 10 Jun, 2011 6:12 am 
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Gyro

Joined: Thu 19 May, 2011 4:30 pm
Posts: 101
This deserves a non sarcastic slow clap. Well done!


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 10 Jun, 2011 1:28 pm 
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Scout
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Joined: Sun 22 May, 2011 12:49 pm
Posts: 41
Astyanax wrote:
This deserves a non sarcastic slow clap. Well done!


That's the point of a slow clap, though. <_<


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 10 Jun, 2011 5:09 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
NICE! I shall bookmark this puppy for review. Thanks for doing this :)


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 10 Jun, 2011 11:01 pm 
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Gopher

Joined: Tue 07 Jun, 2011 10:27 pm
Posts: 84
Hot damn, this is exactly the sort of thread we needed. Well done!

For my part, can you add the following?

- zombie big busses shooting grunt shuttles is totally NOT cool
- too much emphasis on goons as a resource in chapter 4 (from what i hear)
- zombie spawn rates are over the top. slow down the rate of new ships hatching (sometimes they hatch even before being fully detached from the parent ship, especially in the case of ticks) from eggs.
- When a zombie ship is about to spawn, IE the egg gives off... fumes or something, it seems to be indestructible at that point. Does shooting such an egg even have an effect? perhaps it should greatly damage the soon-to-hatch ship, at least. Its very frustrating when combined with the spawn rates of the zombies.
- balance missiles late-game.
- balance beams early-game.
- bombs and mines need to be improved. perhaps combine bomb/mine tech (suggested by someone else in another thread... sorry i can't remember your name to give you credit for this, whoever you are)
- more variety of missions; more ways to increase/decrease both factions' strengths in systems.
- grunts ships / suicide cannons need to be reworked and/or crew tech needs improvement.
- beam boosters and/or fusion beams need reworking. fusion beams way too energy inefficient for their damage.
- AI being more aware of ship explosions (I know its a known issue, but figure it needs mentioning anyways)
- More utility-type weapons (ie leech beams, gravity missiles, etc), especially for cannons.

That's all I can think of off the top of my head. I'll come back to this thread as things occur to me. Also please note that probably about half of these notions didn't come directly from me, but are things that I agree with that i've seen other people mention.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 14 Jun, 2011 10:10 am 
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Updated Today

Note: as more items are added, the numbers will change, so if you want to comment on one please 'quote' the entire sentence from the list.

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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 14 Jun, 2011 4:07 pm 
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Gyro

Joined: Fri 10 Jun, 2011 4:20 pm
Posts: 116
I've posted fairly long rants about research but just a quick idea after restarting a new game: tech blueprints should be harder to get. For the first 20 minutes of the game I keep on changing my ships to accommodate new stuff because they just keeps on popping up. It's be nicer if you had to grind a bit to get them. Either jack the prices way up or make the upgrades harder to find. I was still using regular missile during the last mission of the game and I got them for 76 rez in the starting system UTA station ? Later in the game it's nearly the only upgrades you get are from tech levels because the only remaining blueprints are from lvl8 techs you don't research. But it's too much of a bonanza at the beginning!


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 14 Jun, 2011 4:09 pm 
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Gyro

Joined: Fri 10 Jun, 2011 4:20 pm
Posts: 116
regarding 97 I actually found it quite fun. I mean it's a legitimate tactics, you need to find a counter that's all.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 14 Jun, 2011 9:15 pm 
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Dart
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Joined: Mon 30 May, 2011 2:34 am
Posts: 13
- Non-ship targeting: Eggs, asteroids, containers, and zombie containers are not target-able for missile attacks. Only SRMS tend to auto-target the item once in the missile's flight path. Another target cycle key(s) could be added to select these items for mission & other purposes (closest item first).


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 15 Jun, 2011 7:26 pm 
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Dart
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Joined: Wed 01 Jun, 2011 7:36 pm
Posts: 23
Location: United States
A few ideas I'll throw right into this thread:

1. More game modes! Survival/arena was suggested, but it'd be cool to have little game-y things like:
- Station Battle: Player chooses a side (UTA, Civ, Zombie) vs. Opponent (w/ Random option) where you have an upgradeable station, various resources throughout the area, and maybe even "control points" or such things. Stations would start a decent distance away from each other on the same map and each side would be trying to progress and upgrade to getting better ships and conquering the other. Plus I just really want to play as zombies and have some cool abilities there.
- Capture the Beacon: Assemble a team or choose a preset one and try to capture a beacon/flag in the map while the enemy team tries to take it from you. Cloaked ships would be revealed if they are holding the flag. The point would be to hold the beacon as long as possible until you assemble enough points.
- King of the Hill: Control an area that changes locations periodically. Again, you design your own team or choose a preset one. If an enemy ship is on the "hill" at all, it becomes neutral and neither person gains points. This is so you can break the hill up even using small ships just flying in to give yourself a little edge.
- Custom Mode: A zoomed out view of a map that lets you place any ships you want and just watch them fight, or select any of them and join in. UI would let you go through all human/zombie ships and stations to just place and see what happens.

2. Customizable ships, such as colors/camouflage for purely decorative purposes. Pink motherships, anyone?

3. AI: Ships can be ordered to auto-repair if they are a certain % of health.

4. AI: Ships can be ordered to run away if their shields go down in order to try and recharge, or similar.

5. AI: Ships can be ordered to fight close, medium, or far away from their targets. This may be similar to: "AI: I want the AI to treat different ships differently so that the volley does not try to fight enemy ships at point blank range. [AlKaPwn]"

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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 15 Jun, 2011 8:21 pm 
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Ranger
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I'd like to see an Arcade Mode, where you play the game Shoot'em Up mode instead. Like Xenon Megablast, Raptor or Tyrian2000.

In addition I'd like to see a "Diablo" mode. This would change the game the following way:
- All systems are 1 to 1. If you got 1 Medium Overload Emitter, you can only have 1 Medium Overload Emitter equipped on your entire fleet. This goes for ALL systems.
- There would be different quality on each system. You could have a "Surplus Overload Emitter" with a specific damage range. Then a "Military Overload Emitter" with somewhat increased damage and one extra stat. Like "Efficient Military Overload Emitter", which is increased damage and reduced Energy Drain. This applies for all systems up to Advanced.
- When a ship is lost, these Systems must be recovered, or be permanently lost.
- Some stations would also sell Systems.


Depending on the final moddability of the games I could probably find myself trying to implement this myself.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 16 Jun, 2011 8:51 pm 
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Ranger
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I've posted this idea elsewhere, and I'll add it here.

Since our ships can be captured, why shouldn't we be able to capture other human ships, too? You'd send your goons in Grunt Shuttles or via Suicide Cannons, and if they successfully eliminate the target's crew, the target then turns into a purple allied ship. For the sake of balance, you'd have no control over the ship, and when you jump away from the battle, the captured ship(s) will self destruct. Let's face it, if you're using either of these two weapons, the goons are considered a loss from the moment they are fired. Obviously, the zombie ships should be immune to this type of attack, as it should be.

On the other hand, having the ability to select the ship from the tactics panel, and giving them a single order to eject from and then self destruct the captured ship, would be very a nice option. This would increase the functionality of the goons, without forcing them to be completely expended in a single battle.

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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 20 Jun, 2011 12:56 pm 
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Shortbus

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I'd like to have a couple more reactive "emergency" abilities:

1. Emergency shields: dumps all remaining power into the shields, instantly recharging the shields by $amount but prevents engines and weapons from being used for $duration
2. Emergency engine boost: dumps all remaining power into the engines, doubling speed for $duration but preventing shield recharge (or completely discharging shields) and preventing weapon use for $duration
3. Emergency weapon boost: dumps all remaining power into the weapons, doubling damage/firing rate for $duration but preventing shield recharge (or completely discharging shields) and preventing engine use for $duration

It might be necessary to have a relevant booster (shield/engine/beam|cannon|missile) to activate these abilities. They might not need to be keybound, but activated through the advanced tactics panel instead.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 20 Jun, 2011 1:18 pm 
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Shortbus

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Having equipment drops - possibly alien or advanced equipment that can't be reverse engineered - would also be a nice addition. Sort of described as "Diablo" mode above, but I'd expect it to work as follows:

Killing a story or mission or rare enemy ship would drop a weapon (or other item of equipment) that would float in space like a blueprint. If you pick it up, then you can equip it precisely once. If your ship with the item equipped is destroyed, then the weapon floats out into space, and you have to pick the weapon up again in order to be able to re-equip it (corpse run!). If you mass retreat before you can collect the weapon, then you've lost it.

E.g. You land in a zone, and a rare alien ship spawns at random. It starts running away, but you chase it down (whilst avoiding the mission's "normal" enemies), and it drops a Medium Plasma Cannon. You can equip it in any medium weapon mount, and it fires like a cannon with a slow recharge time, but is strong against both Shields and Armour and does medium damage to hulls. You put it on your flagship, and use it in several battles. When your flagship is destroyed, you rebuild the ship, but the plasma cannon is floating out in space, so you have a normal cannon in that spot. You then take your flagship and pick the weapon up, at which point you can refit your ship to use the plasma cannon again. On another occasion, when the flagship is destroyed, you pick the weapon up with one of your smaller ships. This ship needs to warp out using the repair function, and then a new plasma equipped flagship can be built straight away.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 21 Jun, 2011 8:45 am 
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Updated Today.

30+ more since last time.

Boohaa!

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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 22 Jun, 2011 6:04 pm 
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Nice, thank you for keep all this in one place.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 22 Jun, 2011 11:03 pm 
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Richard wrote:
Nice, thank you for keep all this in one place.

Feel free to share any thoughts or opinions of your own on our ideas!

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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 24 Jun, 2011 8:24 am 
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I’m so glad developers are looking into forums and especially into suggestion threads. Thus I want to suggest my own, because with dev approach like this I feel it won’t be unheard (at least):

SIDE QUESTS & BALANCE

I can’t stress enough how important those elements to the game like SPAZ.

1. First and foremost Side quests:
The basic idea of side quests is that you are able to take quests from friendly space stations (maxed reputation) in the same fashion you take campaign mandatory quests: dock to the station and if you have friendly relations with this faction and the station has a quest for you – there will be button to accept the quest (if your relations is not friendly the button will be greyed out).

Side Quests can be the following:
- acquire the demanded quantity of rez;
- acquire the demanded quantity of goons;
- destroy certain station;
- destroy certain ship;
- kill a set amount of zombies;
- do something trivial like any other random system event etc.

Side quests goals may be located in the same system you’ve taken the quest or in the neighbor system or even farther – the same as campaign related quests.

Side quests marks will appear in corresponding system/systems – the same as campaign related quests.

Side quests should provide handsome and sometimes UNIQUE rewards:
- equipment blueprints (depending on the complexity of the quest);
- parts of ships blueprints for the reverse engineering (depending on the complexity of the quest);
- rez/data.

What benefits side quests provide to the SPAZ:
- player will be more concerned with relationship with factions and won’t ‘buy-all-the-blue-prints-then-destroy-everything-for-data-and-blueprints’ every time he/she visits a new system;
- the systems will feel more unique if different systems may contain different quests or may not have any;
- side quest will provide more incentive to actually explore the galaxy for unique quests rewards.

2. The second most important game element for SPAZ is Balance:
It was discussed to death no doubt; however I want to stress some crucial points again just for developers to know that more people concerned about those:
- Hull size imbalance and irrelevance of lower sized hulls when bigger hull discovered, need rebalancing ,as a suggestion: difference between different hull sizes should be considerably lessened;
- Missiles – obviously OP, need toning down, as a suggestion: less range and rate of fire would be appropriate nerf;
- Torpedoes - completely displaced by Missiles, need rebalancing;
- Beams – to versatile and easy to use, completely displace Canons, need slight toning down, as a suggestion: less range would be appropriate nerf;
- Canons – not effective enough especially in early stages of the game, need rebalancing, as a suggestion: more range and less energy consume per shot;
- Bombs and to some degree Mines – not effective enough, to cumbersome to use, need rebalancing, as a suggestion: more start up speed for bombs, more damage for Bombs and Mines;
- Crew related weapons and tech/boarding – not combat and resource effective, need different implementation;
- Shields vs Hull/Armor/Stealth – complete dominance of shields, Shields need toning down.

Benefits of balance are obvious.

I have much more ideas and suggestions, but those mentioned are the most important and will improve game longevity and replay-ability (as well as the entire game) dramatically. Any criticism or support are welcome.





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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 05 Jul, 2011 6:59 pm 
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Shortbus

Joined: Tue 05 Jul, 2011 6:27 pm
Posts: 8
Little variants on the "Hold Position":

"Hold Position", orders to move to a given position so that the position updates as some ship moves (or re-orients) would allow fully customizable formations. "Hold Range", orders to keep some distance from a target would allow you to order ships to stick to missile-engagements or close to knife-range, depending on the enemy. To make these useful, it would have to be possible to issue two sets of orders, movement and targeting, to the same ship. Putting these options into the AI could also make combat much more challenging (maybe allowing a Freighter loaded with point-defense and thruster-boosters covering missile-ships, also with good point-defense, which keep the range open).

I couldn't find a way to get a ship to just stop firing at anyone and just move as ordered. This ability is important for trap-tactics, like having a Saucer engage an enemy and then run, dragging across the firing-line of a Star Cruiser. I guess divorcing "move" commands from targeting should do the trick here too.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 05 Jul, 2011 9:50 pm 
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Shortbus

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Here's an idea to diversify challenges:

Can UTA and Civs have different distributions of research-points in a given system? I don't know the underlying code, but if this can be easily implemented it would add diversity to the game and even to individual engagements which involve both factions. If they can be made different enough, between different ships and techs, it could add a challenge in developing new tactics and fleet-optimizations as they might change in each mission within a system.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 06 Jul, 2011 12:13 am 
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Updated.

note: taken some ideas from the 'game feedback' forum.

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Beware the dangers of feature creep...

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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 12 Jul, 2011 8:16 pm 
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Shortbus

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I noticed some comments here that missiles are overpowered, and I have a suggestion as to how to deal with that without rendering them useless:

Replace straight damage with useful effects. For example, you could try replacing Hunter SRMs with a rapid-fire missile which targets revealed cloaked ships (or even still-cloaked ones), keeping them visible without doing much damage directly. You could also try replacing one of the missile-types (maybe SRMs) with interceptors, missiles which fire automatically, target nearby enemy canon-blasts and beams (not ones that just pass through targets), and just sit in their way until destroyed. I understand SRMs are heavily broken weapons as in a 2-D game with many launchers they form a line through which enemy fire cannot pass.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 20 Jul, 2011 2:17 am 
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Updated.

Format your idea as such:

"CATEGORY: Summarized sentence. [forumID]"

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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 25 Jul, 2011 5:59 am 
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Shortbus

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This might sound a bit crazy but...

Weapons: Player friendly critters to be used as a weapon to disable ships. [Darkswift]

It's actually something I thought of being possible when I first heard of the game


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