tazin
Alpha Rank
Posts: 2
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Post by tazin on Jan 19, 2012 16:12:06 GMT 10
So Farbs and everyone else probably already thought of this, since the design seems to be following a general aim, but anyways here are my game-changing far-away design-philosophy ideas:
MMO: need i say more? play with friends, blast them to pieces. Sell captured modules, camp stations, mine asteroids? haul cargo? basically a sandbox but without the hassle of leveling and gearing for 3 months.
Roles: in the full game, it would be nice to choose wheter you want to be a fighter, a cargo hauler, a miner, a tanky juggernaut, etc. Currently the game favors only the fighting.
Resources! more resources in a full game: energy for lasers, limited projectiles for missiles and torpedoes. Adds a whole new set of utility modules. I would also add another fire button, one for lasers and one for missiles and torpedoes.
Deploy command module: i would like to be able to separate the CD, or maybe a small assasin like ship, from the rest of my battleship. Maybe to fit through cracks, to go get oxygen faster, or just for fun flying. This ties into the next idea . . .
Ship Hangar: A base to store a whole ship. Once stored you can deploy the CD and build another, with help from your warehouse and wallet. Store many ships, and each time you logon, you decide wich one you want to fly. Added bonus: the ships are stored in the real world map, and you actually have to fly your CD into place to command it, mazinger style. In an MMO setting, allow players to raid other's garages!
Tazin.
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Post by zacuis on Jan 23, 2012 4:27:51 GMT 10
The 2 things I really think this game needs is a better map and a save game option in dock. It's cuurently possible to save your game if your willing to copy game files but it should be built in and its not a huge feature to impliment. It really sucks when you lose your ship. I often stop playing as building it back up for 2-3 hours is more than I can stand.
The map needs to be bound to a single hotkey. I'm always opening it and find it irritating to have to go through the vmed screen options. Also it is very difficult to navigate when all you have to go on is 1 small slice at a time. It would be much better if after you activate a nav station that small slice is added to you ships data and you can see all the map pieces you have found displayed in one large map. Would be great if the map also showed what can be bought at each factory. How much cash you uave at banks etc. But id settle from a large map which uncovers each peice as you hit nav stations.
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Post by 10tativ on Jan 25, 2012 6:17:55 GMT 10
I think an MMO-type thing would be amazing, but I reckon you shouldn't be able to "save" your ship; you have to build it from scratch each time.
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Post by kilo147 on Feb 8, 2012 20:31:27 GMT 10
Lockable parts. Too many times I've been detaching things to lose weight in a fight, taking parts off to sell, or rearranging weapons in combat and click the wrong box and BAM! Everything on my starboard side goes flying off and I lose all rotational ability. that's my only real problem right now, and really the only game mechanic that I think should be added. Beyond that, I just need to figure out how to set my registered email address to a new one and change my pilot name.
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Post by 10tativ on Feb 13, 2012 6:29:53 GMT 10
kilo147, to change your pilot name go to COMMUNITY.DIR, then PROFILE.CFG. To change the email address speak to Farbs.
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Post by kilo147 on Mar 26, 2012 17:19:19 GMT 10
I meant change from Charon to something else, but hey, at least I got my real name out of the game and put a proper handle in.
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Post by zomgman on May 9, 2012 10:06:29 GMT 10
What about chains/ropes? You attach one end to a module andthe other end to some object that you want to drag around so you dont have to unbalance your ship too much or make space for bigger pieces.
What about a gun that you manually activate through a new key that fires a grappling hook, the hook attaches to what it hits and drags it back while the hotkey is pressed and detaches if pressed twice...
Mabye have one specialised module type (like the grappling hook) that can be used at any time, the other specialised modules are inactive. have some kind of bomb that detaches from the ship and goes full speed until it hits something, then explodes a lot, or have an EMP module that deactivates everything including some of your own power around you for a while, or a shockwave module, SO MANY POSSIBILITIES!
Select what "ability" to use in a new interface inside VMEDS
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Post by minaskosai on May 24, 2012 7:46:54 GMT 10
A New save mechanism would be nice.
Currently, more than half the time I end up back at the starting point, its because flash crashed, firefox crashed, or my computer turned itself off. Losing parts, or dieing altogether, when attacking other ships is one thing, you know its your fault, but the most annoying 'feature' of the game is having a nice, big, powerful ship and losing it to something entirely beyond your control.
My thought is that it should save when there's a change in the ship, then the docking stations should serve as places to respawn. When you leave (or are bugged out) you return in your ship in the last place you docked at. When you die, you're shipped back to spawn as is normal now.
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on May 24, 2012 17:32:21 GMT 10
A New save mechanism would be nice. Currently, more than half the time I end up back at the starting point, its because flash crashed, firefox crashed, or my computer turned itself off. Losing parts, or dieing altogether, when attacking other ships is one thing, you know its your fault, but the most annoying 'feature' of the game is having a nice, big, powerful ship and losing it to something entirely beyond your control. My thought is that it should save when there's a change in the ship, then the docking stations should serve as places to respawn. When you leave (or are bugged out) you return in your ship in the last place you docked at. When you die, you're shipped back to spawn as is normal now. I agree with the problem, but not the solution. The possibilities for abuse are many and obvious. For one thing, you'd never run out of oxygen.
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Post by minaskosai on May 24, 2012 20:03:58 GMT 10
I'm curious, what are the "many and obvious" possibilities for abuse, then, other than never running out of oxygen?
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on May 24, 2012 23:50:26 GMT 10
Surrounded? Teleport out. Taking a beating? Teleport out with whatever you have left. Want to attack a more powerful opponent and not sure how it'll go? Reseat a booster to trigger the autosave, pause, copy your save files, and dive right in. Combine with an auto-backup script for maximum cheese. Sorry mate, I didn't mean to sound harsh. But that suggestion would basically remove all elements of risk from the game.
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Post by nemoricus on May 25, 2012 2:03:05 GMT 10
I agree with the need to be able to save your progress other than in a dock, though. I often find myself in a position where I need to be able to drop everything immediately, and so if there was some way to save anywhere, anytime, that would be incredibly useful for me.
Perhaps something like the ability to save the game's state? Your position, that of enemies, all of that, and reloading would revert to it. Whenever you dock, this save is made automatically, along with whenever you die, which should reduce the chances for abuse.
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Post by inglonias on May 25, 2012 3:53:07 GMT 10
Everything except your ship is already kept if you simply leave the webpage. Any and all newly activated stations, bank deposits, etc. are saved. Your ship is not. While this is annoying, I feel that it works well enough.
However, I do feel that we need more docks because it's not convenient to have to go back to the starting area (So far the ONLY dock I've found) every time I want to quit and still keep my ship. Those asteroids suck to navigate through!
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Post by Darkond2100 on May 26, 2012 2:46:46 GMT 10
Which is why you can now destroy those asteroids. Take a little time and effort to improve your routes! It's even immediately profitable!
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Post by Ozzatron on May 26, 2012 7:10:45 GMT 10
Well, you can carve a slightly better path through the smaller ones, but it'll take a lot of (Firepower * Patience) to break the larger ones.
to explain, the more patience you have, the less firepower you'll need.
Usually, Foxtrot level lasers are good enough to break most huge asteroids before your oxygen runs out.
::edit:: I suppose I'll add an actual suggestion, because I just thought of it:
Shields should expand as they charge up. They shouldn't shrink when damaged though, because then they'd be too weak to be worth it. Bubble shields would simply enlarge as they charged, while Planck shields would grow wider along their axis (but not any thicker).
::edit 2:: Stealth mode? You turn off your ship's radio communication, preventing you from using stations (including nav stations, so watch out!), but also preventing you from being discovered by enemy ships. With stealth mode on, you wouldn't receive threats from enemies, nor would you see the associated blue radar waves. Stealth mode may also make you immune to Guardians' signal jammers.
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Post by MrInfernalBadger on Aug 7, 2012 2:24:14 GMT 10
I like the idea of your command module getting upgrades either based on some kind of XP system or bought using in game money, the money system being personally more preferable. I think that having individual pieces being capable of gaining different prefixes that can can have a positive and negative affect on damage, rate of fire, health, regeneration, range, area of effect, piercing, multishot, increased homing ability (missles and photon torpedos). They could even have bonuses against very specific weapons, shields that are particularly effective against missles but less effective when faced with ramming spikes or weapons. (for those who have played Terraria, just like that)
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Post by Ozzatron on Dec 2, 2012 16:55:38 GMT 10
Always found the "command module always has exactly 16,000J health" to be a bit strange. In the beginning it should only have a couple thousand or so, but you should be able to upgrade it with upgrade stations (or some other method).
It would prevent the ever-aggravating "A 256,000J damage Juliet laser quantum tunnels through all your modules and strikes you in the heart for an instant kill!" sort of death. Which seems to happen to me way more than it should. I've tried layering girders up front - it doesn't seem to help.
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on Dec 3, 2012 3:17:19 GMT 10
If there's one thing that I think should be upgradeable about command modules, it's the maximum visibility range. It's fine for the early- and mid-game, but a bit inadequate once tier 3 weapon ranges are out, and you pretty much can't see a damn thing in front of you at the Juliet stage. Blundering into a ship that can blow you to bits as soon as it appears is not cool. Sure, you can adapt by watching the nav readings like a nervous old lady and creeping around like a nighttime burglar, but it shouldn't be necessary.
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Post by Ozzatron on Dec 3, 2012 7:43:17 GMT 10
You can upgrade your view distance by making the window larger I always play in a very large window, but even so the lasers from my Snipe Launcher Juliets go clean off the screen unless I fire them diagonally. I can see how this problem would only get worse for smaller windows (lower resolutions). However, zooming out makes you render more, which would slow down low-end machines more. It's kind of a necessary evil. Rather than requiring an upgrade, wouldn't it make more sense to just increase the maximum that you can zoom out in all cases?
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on Dec 3, 2012 14:25:11 GMT 10
Maximum view distance is not affected by screen size. When you change the screen size, the game adjusts your current zoom level (within boundaries) to make it look the same as it did before, but the view of the game world does actually scale with viewport size (unlike the interface).
As for having it as an upgrade, my thinking there is to keep the maximum view distance in proportion to ship and station sizes as you progress through the game, so that you aren't disadvantaged by the growth.
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