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Post by Perez on Dec 29, 2013 13:07:47 GMT 10
So, after playing the latest pre-release 0.6.1 of Captain Jameson for a while, I've been coming up with a few ideas for parts mainly. Therefore, I decided to write them down below, so have a look, if you're interested ...
Storage Part/Container: How about a 3x4 rather light module that could carry asteroids primarily? These parts have a max amount of weight they can carry, which increases for every rank. They are found on passive cargo shuttles surrounded by defensive fighters to protect their load. After taking down one of those shuttles, there's a chance that minerals are to be found inside the storage part. By clicking the part, a short description appears, showing you it's stats and such. But, whenever clicking one of these parts, the description appears along with a button saying "Show cargo". By pressing this button, another description pops up, showing the player it's minerals inside. After attaching the part to the player's ship, the description of the container becomes a menu, where the player can sort and toss minerals by own choice.
Robotic Arm (part of the Storage Module): How to load the container? I'm thinking there could be a robotic arm for that task. By pressing the arm with a simple mouse click, you assign the arm to your cursor. This robotic arm will now stretch towards the cursor. By pressing the left mouse button once again, the claw/hand of the arm will try to grip the object which is within it's grip-radius. To unassign the arm from the cursor, press the arm once again. I figured this was a way to do it, since you can't use the cursor itself to move asteroids like you do with modules.
Multiplayer (LAN): Well, I'm thinking multiplayer, mainly LAN based multiplayer (or local multiplayer) would be rather fun to have in Captain Jameson. Explore the vast space together, or destroy each other in an ultimate showdown. Now, I'm aware of the problem here; The creator needs to re-create the entire game in a multiplayer-sort-of-way, am I correct? Multiplayer is really just a idea for more fun. To be honest, I thought the game was online when I saw the generated adresses, like john.willson@siga.com
Second Player/AI Module (original idea: knyt3) The reason to why I mention an idea that's already been mentioned is because I was to enhance it a bit. And I've sort of had this idea myself. But you see, being able to purchase or start off with another module by your side would be pretty awesome. And if you have a friend over, you could assign the module to the WASD keys and a button for firing his/her weapons while you use the arrow keys and another shooting button. This way, you could've play local multiplayer on Captain Jameson. Since there's only one computer mouse you can use, the first player would have the power of fixating and detaching any part of whatever module.
Drill: For the asteroids, of course. Just to speed up the mining process and/or grant higher chance of valuable minerals, instead of just opening fire at a rock ... This could be used on the second module to make it a supporting miner, perhaps? Just combining the ideas here ...
As said, just some ideas I came up with while playing Captain Jameson. I might come up with more in the future.
I recommend reading other people's ideas. Most of them are interesting and clever. Just go have a look, will ya?
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Thank you for reading. - Cpt. Perez
End of post.
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Post by Foohman on Jan 5, 2014 1:33:45 GMT 10
These are all top-notch ideas. I'd especially like to see the drill - this would allow lower-tier ships to make an income that isn't necessarily blowing ships to kingdom come and perilously returning the modules to a scrapyard. a LAN-based multiplayer would be incredible too - a further development on that could be an addition of features to increase the need to work as a team, or perhaps an Artemis-esque system in which, as you said, each player controls different sections of your ship, and a "building phase" which can only be exited once all the players on that ship have confirmed they are happy with the design. Naturally this is only opted for when the ship is safe, allowing for in-battle modifications to be quickly made by a commander.
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Post by Perez on Jan 5, 2014 4:11:54 GMT 10
These are all top-notch ideas. I'd especially like to see the drill - this would allow lower-tier ships to make an income that isn't necessarily blowing ships to kingdom come and perilously returning the modules to a scrapyard. a LAN-based multiplayer would be incredible too - a further development on that could be an addition of features to increase the need to work as a team, or perhaps an Artemis-esque system in which, as you said, each player controls different sections of your ship, and a "building phase" which can only be exited once all the players on that ship have confirmed they are happy with the design. Naturally this is only opted for when the ship is safe, allowing for in-battle modifications to be quickly made by a commander. FoohmanThanks for the feedback! Appreciate it! I now see how you saw the LAN-based multiplayer, working together as a team in a single ship. I like the idea. My idea here, though, was having two "player-modules" that can cruise around space separately, not necessarily splitscreen, but in one screen that would adjust to their current location. And if there is no PlayerII, one "player-module" would be controlled by the player, and the other controlled by an AI. For example, imagine PlayerI has constructed a large, slow moving vessel that is meant to carry minerals/parts and bulldoze through enemies, while PlayerII has a light, quick fighter with the objective to defend the cargo ship for any incoming enemies behind the massive shuttle. I'm thinking, during the time PlayerI flies through space, he'll eventually stumble upon a different station where he would then be able to purchase the second player-module for a couple hundreds of credits. However, the idea of having players working with you in one single ship is a great idea! As you're saying, it will lead to more teamwork-ish battling and exploring. One to control the ship, one to control the guns. This lead me to another idea, though; You can purchase the second player-module and assign the control keys to it or turn on the AI. Now you have a friendly module by your side. If its an AI, you can press it's module and drag an arrow at your enemies. The AI controlled module will then attack the target (this could work with a drill, on asteroids, too). If you don't feel like having an AI module by your side, but rather have an extra module fastened to your ship, you can drag the module when purchased onto your own ship, or PlayerI's. Then, two players in one ship, controlling, teamworking and battling whilst cruising through vast space.
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Post by kittens on May 16, 2014 10:59:01 GMT 10
I really like these, especially the cargo ship idea. The idea of robbing a large ship filled with precious cargo and defended by small fighters really fits with the current wild west in space vibe. One thing I'd like to see added that meshes with that is the ability to hunt down specific ships with a bounty on them, which would provide players an additional option for earning credits, as well as contributing to the atmosphere. And maybe if you rob enough cargo ships you get a bounty on your ship, meaning you'll have to avoid bounty hunters.
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Post by Ozzatron on May 16, 2014 11:02:46 GMT 10
The Photon Lance is practically a drill as far as asteroids are concerned. You just jab it into the asteroid and it does constant damage, you don't have to do anything. Not even hold Space.
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Post by Perez on May 18, 2014 1:30:52 GMT 10
Yeah, that is true. I think I'll be using them more for mining than I will use the in combat. However, as we all know, mining is slow and rewarding around Alpha-tier and up to Delta, perhaps. During the high-class tiers mining becomes fast, but less rewarding. Photon Lances are probably best for combat, but would be incredibly useful if mining ever was to be invested in.
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Post by Vaconcovat on May 18, 2014 10:44:25 GMT 10
I still believe mining needs an overhaul. There needs to be a better method of transporting your payload other than pushing it around with your ship, by at least letting us interact with minerals using our mouse.
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Post by Ozzatron on May 18, 2014 11:30:02 GMT 10
Mining is sorta half-baked: there's only three types of minerals and as you rise in tier they all rapidly become worthless. Also, what Vaconcovat said: there's no good way to move them around besides pushing them. To make mining more worthwhile, you'd have to make it easier or more profitable, and preferably both. I actually like the idea of having to carefully design a ship that can haul asteroid bits with ease, it's just that mining needs to be far more profitable for anyone besides Kirana to build one of those. As for Photon Lances vs. 'Roids: Photon Lances absolutely shred through asteroids, and Ramming Spikes' newfound (since 0.6) ability to damage them helps a lot too. My full melee Foxtrot cruiser below wields both of these things and can practically carve through entire asteroid fields if it needs to.
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polum
Alpha Rank
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Post by polum on May 20, 2014 4:52:05 GMT 10
I like the robotic arm idea.. I had a similar idea but instead it would be a tractor beam. You would position your ship in front of or behind your asteroid loot and then either double-click the module to have it automatically attatch to nearby minerals, or single-click the module then single click the mineral chunk. Another idea I would really love to see is a binding key, let's say it's the "B" key for now. You have a ship with lasers and missile launchers. Attaching them like normal will automatically bind them to the space bar, but clicking on the module to select it then pressing "B" will bring up a "bind to which key?" message then press left-alt. So you do that will all your missile launcher modules then when in combat the space bar will fire your lasers only and when you have your missiles aligned just right you press left-alt to fire them. Also you could do this with boosters as well and create a more unique ship tailored to your play style. One more thing to share which would go well with the bind key is rotating modules. Lets say a 1 x 3 (or whatever) module that when set up with a bind key would rotate out 90 degrees. so you could have a slim ship with lasers on the sides and at the press or a button the sides would fold out so the lasers face front. Any thrusters on those modules would automatically switch functions as well due to the new rotation. The only problems I see are you might build your ship in the way of the rotating parts, but if they swing out and contact another part of your ship they would just rotate back.. and the other problem is you would have to either have separate left & right modules or a "flip" option (maybe double-click when attached?). One example of the awesomeness of this idea is you could make a ship with jaws. attach long struts with ramming spikes along them and bind them to rotate forward and chomp down on an enemy vessel.. just sayin'.. Imagine transforming ships.. -Peace ^Rotating module? *Hmm.. now that I look at it, another problem would be attaching these to each other. On the other hand.. you could build some crazy ships if you do it right.*
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Post by Ozzatron on May 20, 2014 6:00:54 GMT 10
Rotating modules sound like a pain and a recipe for disaster IMO. But I really like your idea of subsystem keybindings. Would be very useful to be able to turn your asteroid-holder shields on and off at will without turning ALL your shields off. Not to mention the applications with Primary Boosters ( "ENGAGE THE WARP DRIVE!!" ), weapon groups, altering maneuverability by activating and deactivating thrusters... Also would let you selectively turn off the Photon Lances so they don't melt scrap that comes off of ships you kill.
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Post by Perez on May 20, 2014 23:32:37 GMT 10
I have to agree on that the grouping feature is a clever idea and surely wanted by loads of people who play Captain Jameson. I believe you've mentioned all the positive things this feature could grant, so I'll just not repeat them and go over to the rotating modules. I am up for this! Really, this is an idea I've thought of, too, and to think of all the creativeness one could put into their ship with these is just overwhelming. By the way, cool to see that you actually made an illustration of the module! Personally I'd prefer a 1x1 module, but that does not really matter.
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polum
Alpha Rank
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Post by polum on May 21, 2014 17:44:31 GMT 10
Something like this then?
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Post by Perez on May 22, 2014 0:54:23 GMT 10
Yes, that is similar to what I had in mind. As said, though, it does not really matter on my part. (: You're good at making these illustrations, by the way!
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polum
Alpha Rank
Posts: 3
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Post by polum on May 22, 2014 17:39:36 GMT 10
Having fun imagining it. Here the arms would fold out wide giving you 7 forward facing lasers when you need them.
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Post by Captain Michaela Nul'dolaer on Aug 5, 2014 23:01:06 GMT 10
Oh great. Transforming ships, huh? Hey, I got something! What if levels Lima-or-higher had those parts. Like a second phase to the game, after you find the 3 beacons?
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