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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 26 Feb, 2013 3:54 pm 
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Scout

Joined: Fri 06 Jan, 2012 12:13 am
Posts: 40
following what balduranne said:

9. add a robot faction, remember the missions about Turbo Defender 9000-EX?, how about getting more depth into it and add a faction composed of machines?, they would be lik an independent faction which doesnt tie to any other, players would have to earn their trust or help them populate an space for their own, in change, robots would allow us to interchange data for blueprints (both for modules and ships), they would have a resistance to zombies but would still be vulnerable to infection, (they would have their own defens system insid but once zombies would eliminate it, they would convert the ships).

also:

getting more in depth with the Roguelik/Privateer:

-players could choose to play any of the factions, be it a civilian, a UTA soldier, a space pirate, a bounty hunter or even a zombie, the difference would be the start point and the ships it would use.

-player's history would be after the main game events, so he would be a completelly new character (we could implement th character system here, since he will only use a single ship)

-playrs still would be able to contract specialists, they would ask an amount of rez as payment and would appear with you in your travels, but you couldnt control their ships

now, there are some issues h, first, it means adding playable zombie ships, and in ordr to unlock the other game ships, they would have to infect or destroy and get the bluprients. now, this only from the zombie side, but what about the human side?, how coul a playr control a zombie ship?


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 26 Feb, 2013 5:31 pm 
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Hatchet

Joined: Wed 13 Jun, 2012 6:56 pm
Posts: 151
plant a AI inside the ship with bio wires?


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 26 Feb, 2013 6:40 pm 
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Gyro
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Joined: Sun 14 Oct, 2012 12:45 am
Posts: 142
angles wrote:
plant a AI inside the ship with bio wires?
So like a reverse Cylon? :P

And yes, i'm always for adding AIs :3 But i'm fine either way, because i understand that adding one would have an impact on the plot and setting


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 26 Feb, 2013 10:37 pm 
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Scout

Joined: Fri 06 Jan, 2012 12:13 am
Posts: 40
maybe it could work, but still, would a human controlled zombie ship still generate eggs?, breeders for example dont have actual defenses, they have to rely in generating eggs and corrupting via critters, but the lack a shield or weapons, acid spray and those little viral bombs arent enough powerfull from my point of view....


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 27 Feb, 2013 8:44 am 
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Gyro
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Joined: Sun 14 Oct, 2012 12:45 am
Posts: 142
mar16cris wrote:
maybe it could work, but still, would a human controlled zombie ship still generate eggs?, breeders for example dont have actual defenses, they have to rely in generating eggs and corrupting via critters, but the lack a shield or weapons, acid spray and those little viral bombs arent enough powerfull from my point of view....

Wouldn't make any sense either way.

Hey, here's a thought - Maybe instead of the privateer mode, we could have a skirmish option? You know, the "i want to shoot shit but i don't want to go through the campaign" approach


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 27 Feb, 2013 9:29 am 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Balduranne wrote:
mar16cris wrote:
maybe it could work, but still, would a human controlled zombie ship still generate eggs?, breeders for example dont have actual defenses, they have to rely in generating eggs and corrupting via critters, but the lack a shield or weapons, acid spray and those little viral bombs arent enough powerfull from my point of view....

Wouldn't make any sense either way.

Hey, here's a thought - Maybe instead of the privateer mode, we could have a skirmish option? You know, the "i want to shoot shit but i don't want to go through the campaign" approach

You mean like Endless/Survival mode?


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 27 Feb, 2013 3:27 pm 
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Gyro
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Joined: Sun 14 Oct, 2012 12:45 am
Posts: 142
DestinyAtlantis wrote:
Balduranne wrote:
mar16cris wrote:
maybe it could work, but still, would a human controlled zombie ship still generate eggs?, breeders for example dont have actual defenses, they have to rely in generating eggs and corrupting via critters, but the lack a shield or weapons, acid spray and those little viral bombs arent enough powerfull from my point of view....

Wouldn't make any sense either way.

Hey, here's a thought - Maybe instead of the privateer mode, we could have a skirmish option? You know, the "i want to shoot shit but i don't want to go through the campaign" approach

You mean like Endless/Survival mode?

Pretty much, yeah


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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 28 Feb, 2013 12:29 am 
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Scout

Joined: Fri 06 Jan, 2012 12:13 am
Posts: 40
looking at the OP i noticed that the survival style was already proposed, or something akin to it

i came with another idea:

-new ship category the flagship:

now in order to make this work we have to revamp the whole mothership and stations, make them bigger, in all their aspects and add an aditional slot for this.

flagships size ships would be the biggest ships avaliable, bigger than the huge ships, basically mothership size. there would be only 4 hulls, from which only 3 would be playable (the fourth one would be for the zombies). each flagship would belong to the other factions, and would only be avaliable at endgame.

the UTA flagship would be the ultimate combat spaceship, with a focus in launchers and beams, they would have a big arsenal of weapons, including a frontal titan beam.

the CIV flagship would be a colony ship, designed to have several utility mounts, the biggest cargo in terms of rez and goons(like 500 goons and 10k rez for storage), and it would be focused in drones and cannons, in order to compensate the UTA titan beam, they would have 2 capital sized turrets which could mount station sized mining lasers

the Bounty Hunter flagship would be a siege machine, it would be focused in non direct combat, it would have space for deployable turrets, bombs and mines, and its special weapon would be a huge sized bomb mount, unique in its class.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sat 02 Mar, 2013 11:22 pm 
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Volley
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Joined: Sat 05 May, 2012 11:24 am
Posts: 569
3) Take a look at http://www.xcom.com/enemyunknown/ and see how they show the base... do the same thing with the ships. Cut them in half and show the interior that way. This of course would add a shit ton of design time to the game. Designing a believable interior and then scripting how it operates under every situation... wow... your like adding 2x more time into the design of the game.

OR... go the http://www.ftlgame.com/ way and make overly simplistic show of the interior.

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I can owns most spam threads? viewtopic.php?f=5&t=3264


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sun 03 Mar, 2013 12:40 am 
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Scout

Joined: Fri 06 Jan, 2012 12:13 am
Posts: 40
ViroMan wrote:
3) Take a look at http://www.xcom.com/enemyunknown/ and see how they show the base... do the same thing with the ships. Cut them in half and show the interior that way. This of course would add a shit ton of design time to the game. Designing a believable interior and then scripting how it operates under every situation... wow... your like adding 2x more time into the design of the game.

OR... go the http://www.ftlgame.com/ way and make overly simplistic show of the interior.


i suggested the FTL or Star Command way......(altought Star Command is isometric).......


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sun 03 Mar, 2013 12:46 am 
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Gyro
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Joined: Sun 14 Oct, 2012 12:45 am
Posts: 142
ViroMan wrote:
3) Take a look at http://www.xcom.com/enemyunknown/ and see how they show the base... do the same thing with the ships. Cut them in half and show the interior that way. This of course would add a shit ton of design time to the game. Designing a believable interior and then scripting how it operates under every situation... wow... your like adding 2x more time into the design of the game.

OR... go the http://www.ftlgame.com/ way and make overly simplistic show of the interior.

It would still be pointless. Really, i don't need to watch those 300 goons swarming around my Carrier frantically welding shit together with duct tape.
Not to mention it would be ripping off FTL's thing. Render therefore unto Caesar the things which are Caesar's; and unto FTL the things that are FTL's


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 22 Mar, 2013 10:25 am 
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Shortbus

Joined: Sat 08 Oct, 2011 5:16 am
Posts: 7
Hasn't development of SPAZ been halted since last patch, nearly 6 months ago? Is there any point to this thread?


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 22 Mar, 2013 10:32 am 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Development of SPAZ has been severely slowed down/put on hold for development of SPAZ 2.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 08 Aug, 2013 6:24 am 
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Shortbus
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Joined: Wed 21 Mar, 2012 6:08 pm
Posts: 9
I don't really want to start a new thread for this, so here's an idea for SPAZ 2:

Some locations have thick dust/nebulae/fog of war. Your ships literally need line-of sight around asteroids and need to be within a certain distance to detect enemies. Basically adds tension much like 2D, top-down horror/survival shooters.

Seems like SPAZ 2 could do with some more tension in occasional missions. Plus: Flashlights and flares IN SPACE!

Some images: | Click to toggle: +
Line-of-sight in other top-down games
Image Image
Space flashlights
Image
Color... In space! [Yes, I just wanted to show some different kinds of "space-fog"]
Image
Image
Image
Image
Give yourself a cookie if you know off-hand what game these pieces of concept art were created for


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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 08 Aug, 2013 9:06 am 
Offline
Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Hell Diguner wrote:
I don't really want to start a new thread for this, so here's an idea for SPAZ 2:

Some locations have thick dust/nebulae/fog of war. Your ships literally need line-of sight around asteroids and need to be within a certain distance to detect enemies. Basically adds tension much like 2D, top-down horror/survival shooters.

Seems like SPAZ 2 could do with some more tension in occasional missions. Plus: Flashlights and flares IN SPACE!

Some images: | Click to toggle: +
Line-of-sight in other top-down games
Image Image
Space flashlights
Image
Color... In space! [Yes, I just wanted to show some different kinds of "space-fog"]
Image
Image
Image
Image
Give yourself a cookie if you know off-hand what game these pieces of concept art were created for

I'm not sure if THIS is the correct thread, but we talk about SPAZ 2 there.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 13 Aug, 2013 8:55 am 
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Dart

Joined: Thu 08 Aug, 2013 8:06 am
Posts: 23
Sandbox Mode and Hardpoint System. Like in Star Wars Empire at War: Forces of Corruption. Ship fast, no problem take out the engine. That Turbo Laser Batter and issue, Destory IT! God I love that game. It would be perfect if it had a SPAZ Grinder in it.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 28 Oct, 2013 3:20 pm 
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Shortbus
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Joined: Tue 22 Oct, 2013 9:40 pm
Posts: 8
Location: Bolton, Ontario, Canada
[*] Steam (?): Workshop integration
[*] Mode: Seamless multiplayer (Watch_Dogs style comes to mind), obviously optional
[*] Weapons (Laser): Less laser pointer, more short burst. I always feel like the lasers fire for just a little too long, and I end up shooting friendlies.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 11 Dec, 2013 6:08 pm 
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Shortbus

Joined: Wed 11 Dec, 2013 5:50 pm
Posts: 1
Hi, i completed the whole campaign. It's a cool game, with a lot of fun.

I found 2 things that left a bitter taste. First but you have already talked about this a lot, is the volley ship, AI pilot run and launch missile point blank ><. There should be several mode for AI like long range/short range/ harrassement (for the cloaked one).

The other is during the mission specially during escort, rescue, destruction. Once the primary objective is completed it finished the mission, but it's kinda sad too left the remaining ships/objectives alive if they are still here. There should some extra bonus (and extra danger) while playing the mission beyond the primary objectives.

Exemple escort mission, 3 ships must reach the gate, 2 ships can be lost. that makes 5 of them and there should a some bonus reward if we managed too make them all reach the gate.
Same story with the chap4 missions. Very often the mission is completed and a lot of eggs and corrupted rocks/cargo... remains after the battle, should give some extra point too clean them all.

What are you thinking about it ?

ps: sorry if i make some mistake english isn't my mother langage :)


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 11 Dec, 2013 8:27 pm 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
The first thing does exist as an algorithm, but it doesn't work like we want it to.
The second, nice idea, i think it should be added to SPAZ 2.


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