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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 08 May, 2012 3:44 pm 
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Will come shortly. We focused on the modding for now.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sun 13 May, 2012 12:28 am 
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Shortbus

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I have a few ideas. Just one or two really. Hardly even that many. Barely anything at all.

*USER INTERFACE: A button that lets you change all armour on a design at once.
*USER INTERFACE: Add a fourth stored hull design for each hanger.
*USER INTERFACE: Pressing 1 while in the hanger should bring up hanger 1, current hull. Pressing it again should cycle through the stored hulls.
*USER INTERFACE: Show system tech levels beside player tech levels, instead of when I hover over the tech tree.

TACTICAL: Color ship icons by faction, use brightness to show relations. Ex: Civs are bright green when friendly, dark when hostile.

*UTILITIES: Mid level improved tractor with 2 beams, high level advanced tractor with 3.
*WEAPONS: Level 10 fusion point defense, 10% higher overall dps, constant beam, slight warm up time.
WEAPONS: High level Crew teleport gun, has a visible beam, only operates when the beam hits a target, can't beam through shields.
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)

*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.
*BOOSTERS: Special weapons booster, affecting Bombs, Mines, Drones, and Deployable turrets

SHIPS: Aesthetic options for large and huge hulls, like the Freighter has.
*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.

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.
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.
FACTIONS: Having a bounty should make pirates friendly.
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.
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.

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.
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.
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.
CAMPAIGN: Missions that build up one side should weaken the other if both are T3.
CAMPAIGN: Warpgate bribes expire if you lose favor with the local UTA base. This improves bribing and keeping relations of the UTA high.
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.

So, a T3 UTA, T0 Civ, BH active, would be back up right after you leave unless the Bounty Hunters stopped it. A T1 UTA, T3 Civ, no BH activity would be up in 5 jumps. If the UTA base is T0 they are unable to rebuild unless the Civs are also at T0. At T0 UTA/ T0 Civ it takes 6 jumps to rebuild.

Along with the bribe changes, this would make keeping good relations and a strong galaxy beneficial, while still allowing for weakening certain factions.

The items with a star (*) are ones that I'd really like, the others are just general ideas.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 17 May, 2012 9:04 am 
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Shortbus

Joined: Wed 16 May, 2012 5:30 pm
Posts: 9
WEAPONS: Weapon 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 (kind of like how the Overload Emitter is a higher-damage, but higher-power and lower-range consumption Focal Emitter).*

*This also assumes more basic weapon types, since so many weapons right now are direct upgrades or follow a progression (i.e. for beam, they get shorter but stronger).

The stuff that won't fit in the one-sentence OP description:

Examples of Weapon Mods (Flavor Text to make them more palpable) Stats are obviously just to give an idea, please don't tell me how unbalanced they would be in practice:

MISSILES
-Missile Reload: Load Missiles with half-fuel to get more shots off more quickly. (+50% Reload Speed, -50% Range)
-Large Warheads: Load Missiles with a heavier warhead for more damage, at the expense of the missile's maneuverability. (+30% Damage, -20% Maneuverability, -20% Speed, Can not be used on effect missiles*)
-Missile Guidance Package: Fit Missiles with custom electronics systems to improve their target tracking, at the cost of taking longer to load each missile. (+50% Maneuverability, -50% Reload Speed)

*Such as Gravity Missile, or Arcalane's mod's EMP missile

BEAMS
-Beam Focus: Tweak your Beam's focus crystal for more damage, at the cost of range. (+50% Damage, -25% Range)
-Beam Optics: Tweak your Beam's focus crystal for more range, at the cost of damage. (+25% Range, -50% Damage)
-Beam Recycling: Adjust power flow to the Beam to allow faster firing, but increasing overall power draw (+75% Faster Firing, +100% Power Consumption)

Now, what I envision making this idea better than it sounds? Allow the player to COMBINE mods! (Maybe limit mod number to a skill level). Make a base-blasting torpedo boat by combining Missile Reload and Large Warheads; Create your own direct upgrade to the basic Beam by adding both Focus and Recycling, thus increasing damage considerably for power consumption and range -- or sacrifice damage to have a beam that can reach out and touch guys kilometers out... do you see how awesomely strategic this system can get? Now it's not "Oh, I'll just add this piece that improves everything about my weapons", it's a question of balancing one benefit with a disadvantage... or you can eschew them entirely. There is, of course, the question of "why not have a mod with every particular pair, rather than making the player use, say, Missile Guidance and Missile Reload for a net effect of more maneuverability for less range?" The idea is that there will be exactly ONE enhancement mod for each aspect of the weapon's stats, with a feasible explanation for why it works (i.e. the damage mod for missiles uses larger warheads, which affects the missiles' handling); a player won't be able to stack 10 different damage mods for 500% extra damage and basically just have to close in with the enemy to compensate for the range, handling, and speed losses to destroy anything. While there will be logical sets such as Beam Recycling and a Focus or Optics mod, it's also entirely possible for you to skip the power penalty altogether and just sacrifice range for a decent damage bonus.

I know the idea is very rough, but I think there's a pot of gold in here somewhere. Really, I'm just looking for ways to add depth to the game without having to be too drastic.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sat 19 May, 2012 10:53 am 
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Shortbus

Joined: Wed 02 May, 2012 7:46 am
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Do you mean mods affecting all weapons on the ship or only specific weapons? If they are ship level (or even fleet level) will it be possible to have separate mod spots for the different types of weapon? So could you have three missile mods, a beam mod, a shield mod, and two engine mods all on the same ship, or is it limited to (x) total?

Two of your Beam examples are essentially the same as adding a new shorter range beam and a longer range beam. Better options would be:
Overcharge: Overcharge the capacitors. (+15% Damage, +10% Beam Duration, +30% Longer Cooldown/Warmup)
Enhanced Focus Array: Install a bigger, better cooled, more accurate focusing crystal, at the cost of other components. (+30% Beam Length, -5% Beam Duration, -15% Damage, -10% Warmup/Cooldown)
Redundant Capacitor: Install a second capacitor bank at the cost of emitter size. (+100% Faster Firing*, +100% Power Consumption, -50% Damage) *If necessary, warmup can begin before cooldown stops.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sun 20 May, 2012 8:04 am 
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Shortbus

Joined: Wed 16 May, 2012 5:30 pm
Posts: 9
snthsnth wrote:
Do you mean mods affecting all weapons on the ship or only specific weapons? If they are ship level (or even fleet level) will it be possible to have separate mod spots for the different types of weapon? So could you have three missile mods, a beam mod, a shield mod, and two engine mods all on the same ship, or is it limited to (x) total?

Two of your Beam examples are essentially the same as adding a new shorter range beam and a longer range beam. Better options would be:
Overcharge: Overcharge the capacitors. (+15% Damage, +10% Beam Duration, +30% Longer Cooldown/Warmup)
Enhanced Focus Array: Install a bigger, better cooled, more accurate focusing crystal, at the cost of other components. (+30% Beam Length, -5% Beam Duration, -15% Damage, -10% Warmup/Cooldown)
Redundant Capacitor: Install a second capacitor bank at the cost of emitter size. (+100% Faster Firing*, +100% Power Consumption, -50% Damage) *If necessary, warmup can begin before cooldown stops.


I was thinking on a per-weapon basis, and as I said someone more versed in gameplay balance would probably be better off coming up with the mods.

I'm trying to put together a graphical mockup, essentially I would like to see a new tab in the Hangar screen where it shows you just the weapons equipped on the current ship, and when you click on a weapon it shows you a selection panel (just as if you were installing a module on the ship proper) where you can choose from the various mods.

EDIT: Okay, marvel at my graphical manipulation abilities:

Normal Hangar Screen, "Fitting" tab selected (choose equipment as in normal SPAZ)
http://i.imgur.com/eaHGw.jpg
Proposed "Mods" tab selected (choose mods to apply to weapon modules, obviously pretend the selection popup is full of mods and not normal SPAZ modules)
http://i.imgur.com/6AEjV.jpg


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sun 20 May, 2012 4:41 pm 
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On the Original topic of this thread, would it be possible to assign Mouse Hotkey Groups for individual Weapon Slots, rather than weapon types?

For example, I had a ship with EBCs and Mass Drivers. Don't ask why. I wanted to control what weapon fires, but... they just fire when I hit the button. I'm liking that we have the current system at all, but for certain weapon combinations (Especially if we get Anti-armor, anti-shield etc. for ALL weapon types) I just want to fire a specific type at a specific time.

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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 21 May, 2012 11:14 pm 
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Shortbus

Joined: Wed 02 May, 2012 7:46 am
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If these component mods were added, I'd like to see them applied to all the components, not just weapons. Scanner mods, tractor mods, turret mods, armour mods, ect.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 22 May, 2012 11:19 pm 
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Gyro
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EvilNinja wrote:
On the Original topic of this thread, would it be possible to assign Mouse Hotkey Groups for individual Weapon Slots, rather than weapon types?

That sounds a little complicated to implement. Perhaps you could do this in the hangar, where you can select firing slots for hotkey groups. This would remove the need for the similar functions in the tactics screen, but ah well.

Perhaps you could also set (or maybe the game would figure out the order based on your hotkey groups? I don't know) an order for firing weapons based on importance and stuff.


This doesn't seem to be updated actively. Things on this list already exist:
MODDING
1. Modding: Any chance that you'll open S.P.A.Z to be mod-able? [chrislomaka] - This is being implemented
SHIPS
1. Ships: A huge ship capable of using mass bombs and mines. Some kind of re-purposed huge mining/construction ship. [J HG T]
2. Ships: A medium hull with drone hangar. Would love to see some kind of mini-carrier/utility ship in the medium category.[J HG T] - These are bounty hunter ships
USER INTERFACE
6. UI: Show damage done to an enemy ship. (Blue damage for shields, Yellow for Armor, Red for Hull). [Xylan], [Toastee] - Don't we have that?
WEAPONS
3. Weapons: Currently, only 2 medium ships and 1 large ship can have bombs or mines, but no Huge ships. [zecrus] - Not true.

Also, my thoughts on two suggestions:
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] - This seems a little overpowered. Not sure how to balance it, though.
22. Weapons: The Stabilizer Field. It projects an aura around the ship that prevents loot items in its range from decaying. [Habadacus] - This should just be automatically applied by tractor beams.

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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 23 May, 2012 12:22 pm 
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Moving the Hot-Mouse-Key setting ability to the Hangar Screen sounds like an excellent Idea. The hangar screen is simplistic enough that it will not hurt to have one more setting in there. I recommend putting a button on the right-hand side of the Hangar screen, between Armor plating and Cloak/Engine/Reactor customization buttons. Clicking the button would superimpose a number from one to three (the standard range of a mouse) over all the weapons on the ship.
Clicking the Button again will hide the hotkey number, and show the weapons again. Simple and fast to toggle, so nobody should have to memorize the position of all the weapons on a particular ship.

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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 24 May, 2012 12:11 am 
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ADDED TO ✪RIGINAL POST


BOOSTERS
  • 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]
  • Boosters: Special weapons booster, affecting Bombs, Mines, Drones, and Deployable turrets [snthsnth]

CAMPAIGN
  • 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]
  • 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]
  • 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]
  • Campaign: Missions that build up one side should weaken the other if both are T3. [snthsnth]
  • Campaign: Warpgate bribes expire if you lose favor with the local UTA base. This improves bribing and keeping relations of the UTA high. [snthsnth]
  • 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]

FACTIONS
  • 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]
  • 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]
  • Factions: Having a bounty should make pirates friendly. [snthsnth]
  • 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]
  • 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]

UTILITIES
  • Utilities: 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]
  • Utilities: Mid level improved tractor with 2 beams, high level advanced tractor with 3. [snthsnth]

WEAPONS
  • Weapons: Someone wanted to be able to ajust the angle of the fixed turret mod, i support that! [Cyclops25]
  • Weapons: Level 10 fusion point defense, 10% higher overall dps, constant beam, slight warm up time. [snthsnth]
  • Weapons: High level Crew teleport gun, has a visible beam, only operates when the beam hits a target, can't beam through shields. [snthsnth]
  • 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]
  • 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]

TACTICAL
  • Tactical: Make minable asteroids more visible on tactics screen, maybe just outline them? or more yellow in color? [Cyclops25]
  • Tactical: Color ship icons by faction, use brightness to show relations. Ex: Civs are bright green when friendly, dark when hostile. [snthsnth]

SOUNDS
  • Sound: Ambient zombie radio chatter. Sets the mood better and overall creepyness would increase. [Cyriel]

SHIPS
  • Ships: Infection indicator that shows how badly your ship is infected and when you lose control over it. [Cyriel]
  • Ships: Aesthetic options for large and huge hulls, like the Freighter has. [snthsnth]
  • 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]

DRONES
  • Drones: drone factory booster hastens respawn and +1 drone, but no stat bonuses. [Brazilian Joe]

USER INTERFACE
  • UI: A button that lets you change all armour on a design at once. [snthsnth]
  • UI: Add a fourth stored hull design for each hanger. [snthsnth]
  • UI: Pressing 1 while in the hanger should bring up hanger 1, current hull. Pressing it again should cycle through the stored hulls. [snthsnth]

STARMAP
  • Starmap: Show system tech levels beside player tech levels, instead of when I hover over the tech tree. [snthsnth]


REMOVED FROM ✪RIGINAL POST


- removed Mods: chance that you'll open S.P.A.Z to be mod-able? [chrislomaka]
- removed Ships: A huge ship capable of using mass bombs and mines. Some kind of re-purposed huge mining/construction ship. [J HG T]
- removed Ships: A medium hull with drone hangar. Would love to see some kind of mini-carrier/utility ship in the medium category.[J HG T]
- removed UI: Show damage done to an enemy ship. (Blue damage for shields, Yellow for Armor, Red for Hull). [Xylan], [Toastee]
- removed Weapons: Currently, only 2 medium ships and 1 large ship can have bombs or mines, but no Huge ships. [zecrus]


CHANGED ON ✪RIGINAL POST


- Changed
Quote:
"CATEGORY: Summarized sentence. [forumID]"
to
Quote:
Format Rules "[*]Category: Summarized sentence. [forumID]"

without quotations


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.

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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 26 Jun, 2012 3:24 pm 
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Shortbus

Joined: Tue 26 Jun, 2012 1:08 pm
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CAMPAIGN
1. The possibility to retire from campaign and get a rating along with a commentary, such as in "sid meier's pirates!" or "transport tycoon"

HULL
1. Add "hangar" module for Huge and Large ships, thus enabling, during battle, small and medium ships to park in for repair and recharge.

DRONES
1. To be researched in the drones tech tree, all ships should be able to launch spacionauts with laser guns in space to the extent of the number of passengers onbeard. Slow movement, weak firepower, effective against shields.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sat 30 Jun, 2012 12:22 pm 
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Shortbus

Joined: Fri 29 Jun, 2012 4:46 pm
Posts: 2
Modes

1.couldn't you have a game mode where you choose to be the UTA Pirates CIV and Zombies each one has a bonus and you have to try and take over the galaxy and with UTA and CIV and Pirates you can build bases and upgrade them so you can defend your areas that you own and if you are the Zombies you can build the things that stopped you from warping forgot name of them and this way enemies couldn't get out of there and they would be trapped and all of them have there own version of the mother ship that you can edit and you can also edit the defenses that are defending your planets or systems also you can research to improve the mother ship

sorry cant summarize it up in a sentance

2.also couldn't you do free mode where you just go around and buy technology and just go around and level up like campaign but you don't have a main story basically free play or sand box

Research

1.also you can research to improve the mother ship this should be in campaign where you can research hull shields all that should be one for mother ships so it gets bigger better armor shields everything would be nice

im not the sort of person who likes to do the campaign over and over again but can every so often so i would love a new game


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 04 Jul, 2012 3:34 am 
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Shortbus

Joined: Sat 16 Jun, 2012 4:43 am
Posts: 2
Just a few suggestions, as per the focus of the thread.

RESEARCH: The mine tech tree feels useless because mines tend to be close to useless, so I'd recommend combining it either with the drone tech tree or the bomb tech tree.
(Why spend precious research points on an idle mine generator when you have bombs, missiles, and drone bays to actually hunt & kill your (usually mobile) targets?)
RESEARCH: I feel like the crew tech tree should be mixed with the Hull tech tree, or it should increase your mothership's Goon Cap to make better use of boarding weapons.
RESEARCH: Maybe a tech-tree with sidegrades to the Mothership, eventually ending with more and bigger hangars and stronger mothership damage/hull?
RESEARCH: A bonus zombie tech-tree, plus ships/weapons based on the zombies.
(Perhaps some that can only be unlocked in chapter 4, by destroying some sort of super-hive and gaining blueprints for a sort of "friendly zombie" or just something similar to them that hates regular zombies.)
RESEARCH: Either Fallout-style perks as mentioned earlier, or maybe you could earn perks through tech-trees and each ship could only use one or two perks at a time.

CONTROLS: Controller support! You know you want it.

AI: The ability to set how close any individual ally is allowed to get to its target.
(Things like Wasps and Volleys shouldn't be charging head-first into the fray, they should be keeping a reasonable distance and bombarding, right?)
AI: The ability to set a hit-and-run tactic for the AI, to make better use of cloaking.
AI: A "hold position" button would sincerely help at times.

MODULES: Drone booster. We need to have drones everywhere. EVERYWHERE. >8I

CAMPAIGN: Longer, perhaps with an extra anti-Bounty Hunter faction like fellow pirates who you could go on raids with.
CAMPAIGN: Massive, scary bosses that would be bigger or as big as the screen.

MODES: A mode that includes long, tough battles involving either two bases/flagships where one must be destroyed to win/lose.
MODES: Sandbox mode!
MODES: An option when making a new game to turn off friendly fire or limit it to only work when targeting an ally.

(Not summarized! D:) MODES: Mod compatibility mode. Allows any mod-added (IE anything that isn't just the base file edited) ship/weapon/module/etc to be used along with any other mod, while keeping the original objects as they are. Maybe you could include an option to have one of the mods be the "primary mod" that changes the vanilla game, while the objects included in other mods are added onto it. (Maybe used because you'd want the features of one mod, but the ships/weapons/etc of another mod as well. Or maybe because you'd just want the vanilla game with a few extra ships/weapons but no new features or researches.)

SHIPS: More ships, please. That, or aesthetic customization of ships. Or both.
SHIPS: Some sort of experimental line of ships that can transform; would probably cost plenty of rez and require setting the loadout of both the main ship and whatever it can turn into before building/refitting it.

MOTHERSHIP: Mothership customization, both statistically and aesthetically.

WEAPONS: Aesthetically-customizable weapons!
(Because sometimes you just need a really awesome fireworks display to celebrate that victory, and multi-coloured SRMs with streaks of light behind them or rainbow bombs that explode into a star instead of a circle would do just fine.)

MISCELLANEOUS: I wish there was some way to boost the maximum rez available. That would be nice.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 05 Jul, 2012 5:34 am 
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Dart

Joined: Thu 12 Jan, 2012 9:53 am
Posts: 17
The weapons technologies need to be more normalaized between them.

Currently raw damage to armor is cannons, shields/systems is beams, and missiles kinda in between. This forces the player to generally skill up on all three to be properly balanced.

Rather, each technology should offer similar effects, so someone can focus on beams and do as much overall as cannons, ect ect.

Each weapon tree should have ten weapons (one for each tech level), each offering different effects or damage functions.

Likewise with drones, mines, and bombs.

Also:
Create a 'ship' slot for the mothership itself, allowing the user to customize it as with any other ship. Move it to a different location on the hud, or function key.

Allow enemy factions to actually throw supercapitals/motherships of their own at you at all levels. Each would have its escort fleet, and when destroyed a potential to drop unique faction-specific blueprints available only through such encounters.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sat 14 Jul, 2012 3:22 pm 
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Shortbus

Joined: Tue 06 Sep, 2011 9:04 pm
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Quote:
Main menu: choosing a savegame name should only be a valid action if you click on "new savegame..."[PhiR]


Nothing wrong with choosing a new name - but, imo, it should overwrite the old savegame, not create a new save unless "new savegame" was selected...

Main menu: Choosing a new name on old saved game should overwrite old save. New saves should only be created with new save button. [SolarSystem]


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sun 15 Jul, 2012 10:39 pm 
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Shortbus

Joined: Wed 02 May, 2012 7:46 am
Posts: 8
chatyman wrote:
Modes

1.couldn't you have a game mode where you choose to be the UTA Pirates CIV and Zombies each one has a bonus and you have to try and take over the galaxy and with UTA and CIV and Pirates you can build bases and upgrade them so you can defend your areas that you own and if you are the Zombies you can build the things that stopped you from warping forgot name of them and this way enemies couldn't get out of there and they would be trapped and all of them have there own version of the mother ship that you can edit and you can also edit the defenses that are defending your planets or systems also you can research to improve the mother ship

sorry cant summarize it up in a sentance


[*]Campaign: Conquest mode, conquer the galaxy as a faction of your choice, using that faction's ships and tactics. (Zombies infect starbases) You operate out of the local starbase of that system, ship size and number changes by starbase level. [chatyman, snthsnth]
[*]Utilities: Hangar module for Huge and Large ships, on Huge and Large mounts, enabling small and medium ships to dock for repairs and crew transfer. Consumes ship res and goons. [inquisiteur]
[*]AI: The ability to set how close any individual ally is allowed to get to its target. [Zovael]
[*]AI: The ability to set a hit-and-run tactic for the AI, to make better use of cloaking. [Zovael]
[*]Main menu: Choosing a new name on old saved game should overwrite old save. New saves should only be created with new save button. [SolarSystem]

@SkunkButt
That is pretty much the opposite of the stated purpose of having different types of weapons with their own tech trees. It is supposed to cause you to need to rely on a variety of weapon types to be effective. There are also weapons that operate outside of their type, like the Fusion Beam Emitter, the Particle Cannon, Hunter SRMs and the Mass Driver.

Also, Missiles are best against Hulls, after the armor has been reduced to red.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 25 Jul, 2012 5:26 pm 
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Dart

Joined: Wed 25 Jul, 2012 6:39 am
Posts: 16
Is there any plans for linux support in the future?


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 25 Jul, 2012 5:29 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
Yep :)


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 25 Jul, 2012 5:44 pm 
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Dart

Joined: Wed 25 Jul, 2012 6:39 am
Posts: 16
Awesome! If enough devs port the games I like to play to linux then I can actually make the switch!


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 26 Sep, 2012 4:09 pm 
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Shortbus

Joined: Wed 26 Sep, 2012 3:44 pm
Posts: 2
Faction: Global Hospital faction trying to cure the zombie plague, they may send you rescue missions or put bounties on your head for interfering with any science stations but if they like you they may cure any infected ships at a discount.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 19 Nov, 2012 4:24 am 
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Shortbus

Joined: Mon 19 Nov, 2012 4:09 am
Posts: 3
Starmap: Larger star systems for elongated play. (500, 700, 900 star systems) [Razorflame]
Starmap: More diverse star tech levels (lots more tech levels between 20-40) [Razorflame]
Resources: Ability to get Red rez deposits from the largest asteroids (to help alleviate the Rez grinding times) [Razorflame]

Thanks! Sorry if they are not in the right categories!


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 20 Feb, 2013 3:06 pm 
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Shortbus

Joined: Wed 20 Feb, 2013 12:05 pm
Posts: 2
[Tactical] Force Attack: target an ally/neutral ship to be fully attacked by your fleet. [joe331]
Faster way to start a fight with friendly warp guards than manually beam-attack with 1 ship until the relationship goes below neutral.

[UI] Radar recognizing incoming Mass Bombs (with distance info) and give warning. [joe331]
Makes dogfighting more interesting.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 26 Feb, 2013 5:19 am 
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Scout

Joined: Fri 06 Jan, 2012 12:13 am
Posts: 40
taking the time to suggest some things:

1. a roguelike/privateer mode: you dont have a mothership, just you and your little shortbus at the start, you can buy new ships and buy components for it, but you cannot build them, you could gain reputation with any of the factions in order to get access to their stations, mine, do research, etc...(maybe zombies too)...

2. add character customization via specialists, giving some more RPG to the mix, we could invent our own specialist which would be our personal character, he/she could be physical customizable, and could learn skills and gain lvls the same way specialist do, with a twist, we could choose from several skills avaliable.

3. inner environments, like for example, allow us to see the inside of our ships, how do goons board a ship when you're using the grunt shuttle or the suicide cannon, how do the crew fights zombie breachs in the hull, or how do stations look when you dock in them. (something akin to FTL)

4. allow players to build stations in systems, player owned stations would be vulnerable to enemy attacks but could be customized to do several things, having an interface similar to that of the spaceship hangar you could choose what you want to build, if a mining base, a research lab, a biodome, which defenses, etc...

5. planet content, i come with this feature again, right now having them as eyecandy is boring, i want to be able to land in one and build stuff in there, maybe there are planets infected by zombies, or which have large deposits of rez in their surface.

6. more non combat stuff, add things like hauling missions, give a meaning to those freight ships and science vessels, for example, using the flora for exploration and scanning of ancient ruins or derelict ships, or use the freighter for moving cargo from one place to another. give us more freedom in what to do on the galaxy.

7. ship classifications, i mean, add more ships to the mix, but separated in the use, for example, ships designed for combat, ships designed for industry and ships designed for science...

8. allow to collect specialists, maybe add a list (the same way as modules) in order to know how many specialists left for having them all.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 26 Feb, 2013 9:00 am 
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Gyro
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Joined: Sun 14 Oct, 2012 12:45 am
Posts: 142
mar16cris wrote:
taking the time to suggest some things:
(snip)

1. Sound interesting, but it might need too much time and work to get it right. It would be pretty badass if done properly though.

2. From a player perspective - I love it. But from a design perspective it's a little bit OP. Thing is, as much as i hate RNGs, being able to make your own specialist from the world go with the skills you like would make other specialists a lot less valuable. Here's what I'd do if i had to add this:
-Only one Super Special Specialist per game
-Special Specialist looks can be changed afterwards for a small (5) data fee (NOT INCREMENTAL LIKE THE RESPEC PENALTY)?
-Cannot be scrapped for data
-Levels up slower but has a higher level cap than other specialists? (I told you he's "speshul")
-"Recruiting" him has a incurs a fee (Low to moderate, see below)
-If he can have any skills from the start, they need to be fixed with the price being moderate, or:
-He could have modifiable skills (Robot? Engineered Clone? Really poor memory? Hell, 'building' one could be a mission in itself, with the Customisable Android Specialist (CAS for short) being the reward), in which case his cost should be low or average, but he/she/it could only use skills that you've "Discovered" through other goons. Meaning - You can only use Bonus Cannon Damage if you've found a different goon that has that skill. The skill pool is of course permanent
Wow, look at me, fleshing out an idea that i didn't even like initially
If the latter option is picked:
-The specialist cap should be a lot bigger than in SPAZ1
-Specialists should drop more often
-Swapping skills should incur a tiny Data fee (5 per skill?)

However, even with the aforementioned idea, i still think it's a little overpowered

EDIT. Actually, hold on, if this was made into a mission chain with the goal of making a working android, this wouldn't as OP as i originally thought.
Here are some more ideas:
| Click to toggle: +
Motivation: If SPAZ2 has the same characters, Carl would be delighted to be the first one to make a compact AI while making it a useful asset (rather than making it a purely academic toy)
Design Question: Why not make all specialists cybernetic? Aka what makes CASey special?

Simple. Since we have aliens that use organic technology, CASey could be like a Cylon - Either a full synthoid like the humanoid models, or just use synth-organic components inside a metal shell. The process would work only one time, not only because of the lack of parts/proper artifacts/whatever McGuffin would be used, but also because of dumb luck - In the end, Carl would have no idea what kickstarted the robot, and the exact conditions would be impossible to be replicated.

For story reasons, CASey shouldn't be sentient. Intelligent - Of course, but sentience would get in the way of being an asshole pirate and the AI having an opinion during dialogues.
Carl and Dr Harper could even have a conversation where they're pondering whether or not the CAS will be able to "think", with Elsa interrupting them with the news that whatever previous owner of the McGuffin Component wants it back, and is sending a petition to get it back. Inside missiles.

To maximize her usefulness, CAS would have to be an early story arc. Not from the start of the game, but definitely early. Available post tutorial maybe?

3. Don't like this one. Seems pointless when your mouse is used to click things to death, not manage the crew. Not to mention it would be too much of a pain in the ass to make a believable 2D Carrier interior, especially when you have variable crew limits.

4. Meh. (Seems unnecessary)
5. Yes!
6. Yes!
7. Moar ships - Yes. But as far as roles go, they already have that in a way. What i'd do is creating more ship roles so that different hulls have a use. No, i don't have any examples right now, but i can think of them once i've slept off work
8. They're random dude.

Funfact - I spend too much time editing my posts


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 26 Feb, 2013 3:25 pm 
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Hound
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
Thank you Balduranne for the answers, which I would've been too lazy to write out myself. Definitely agree with all answers especially 3.

For number 7: Separate roles for ships should not be a thing as we already have tons of customization. All we need to have is customization enough to do missions, such as those named in 6.

Think newest FFU release. The metric crapton of boosters and customization on the IDF ships can turn them from a mining hub into a combat vessel in no time at all. If more jobs for the ships are created, they can be customized for, but right now the IDF ships can fill all roles in the game that are not mutually exclusive.
(Such as massive combat platform and microscopic speedy stealth fighter)

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