will
Alpha Rank
Posts: 2
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Post by will on Jun 5, 2011 15:38:58 GMT 10
Some points I have thought of. Also, posting here because this place has more posts than the other two boards combined. - So, what ever happened to transferring passengers? It now seems that as soon as you kill a guardian, the station lights up, and you never have to go back for more passengers. I liked the idea of there being some ceremony to bringing a station back to life, by docking and having to go back for another passenger.
- Surely, some stations would have survived the blasts, and would still be running without an administrator. Also, does every station need a guardian? Are there that many guardians that they had to inhabit every station?
- I thought that there were ideas for messages between ships. That would give some meaning to the different types of ships that are found (merchants could sell parts, you could hire needlers to fight for you, etc.) Obviously, most ships would be hostile, but why aren't some interested in money too?
- Are there any plans for FTL gates, or, a way to get from one end of the map to the other very quickly? Cruise control is only so much faster, and cross-map ventures will take a long time end-game if you lose a save or something.
- On that point, how is saving going to work in the final game? Is it going to be pretty similar to how it is now? I'd like to see a suspend feature, where I can quit and leave anywhere, and come back to where I was before. I'd also like to see an insurance feature, where, if you pay some station money, they'll give you a copy of your own ship at a lower level, Captain Impostor style. This kind of covers whrat I'm talking about here
- As well as save games, how are worlds/universes/sectors going to work? Are we going to play the same sector every version? Or is there going to be a title screen where we can ask for a new, randomly generated sector and have a different savegame for each sector?
- Factories need to produce a large number of parts. Five or six at minimum. Not to say that some parts might be extremely special, but not being able to buy girders, lasers and thrusters at the first station hurts the game, especially with the new, super-slow integrated laser. Also, starting money. We should get get some.
- Is there/will there be a way to repair your command module? There was no way to do this in any of the other games, but in Jameson it's more important because we're in such a large game world.
- Surely asteroids could be slightly more elliptical? Not necessarily more points, just arranged in a more elliptical shape.
- Finally, does Jameson come from Traveler (the pen and paper RPG)? In the first book, one of the example names is 'Jamison.'
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Post by Vaconcovat on Jun 5, 2011 17:04:02 GMT 10
I do agree with changing the "all stations are guarded (trapped)". Why not just have some stations turned off, or even some already on (so NAV stations pick them up). This way, guardians make more sense, trapping SOME stations for their own benefit.
Also, as suggested quite a bit before, non-hostile ships would be awesome. Hey, where'd the friendly info buoy go?
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 6, 2011 1:09:04 GMT 10
If you hang around long enough without engaging your thrusters the info buoy will show up and threaten to mark your ship for scrap reclamation.
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Post by kingoftaurus on Jun 7, 2011 10:39:15 GMT 10
if you destroy the buoy 2 will appear and so on. i had 20 on the screen at one time and i was lmao
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Post by Farbs on Jun 7, 2011 11:32:51 GMT 10
Heheh. Yeah, the new info buoys show up to investigate the loss of the old one, but only sometimes. When I first added that it happened every time, but when I fought a Juliet ship and high level lasers were flying everwhere a single drone became two, who became four, who became eight, and pretty quickly I had several hundred and the game crashed.
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Post by smithy on Jun 8, 2011 13:12:28 GMT 10
I think it's apparent with will's list that he wants a much easier game, which I certainly don't. But there's lots of interesting ideas here! Some points I have thought of. Also, posting here because this place has more posts than the other two boards combined. Surely, some stations would have survived the blasts, and would still be running without an administrator. Also, does every station need a guardian? Are there that many guardians that they had to inhabit every station? I somewhat agree with this. Having to unlock the oxygen station or nav station in a new settlement is something that might be reasonable, but having to unlock 3 delta banks, or 2 charlie repair stations, or multiple echo scrappers is kind of ridiculous when my ship is well into Golf territory. On the other hand, and keeping with the theme of "I don't want an easier game", I like having to fight for each Echo station when I'm still loaded with Charlie lasers. I don't think the game needs persistent warp gates/wormholes/whatever. I think much of the challenge is being minutes from the nearest known dock and having to fight your way back. But having some one-time-use module, or some "pay to warp" situation might be great when my fiancée is trying to get me off the computer for the night and I absolutely have to stop playing RIGHT NOW I've suggested in other threads that factories should sell more than 1 type of module, and possibly change up the selection at a given factory over time. It's super frustrating to take your Delta ship and miraculously unlock a Golf factory, to be able to afford the parts it makes, but not giving a rats ass about ramming spikes. But the game doesn't need to be easier. I *LOVE* that Jameson's start-game is TRULY just a naked command module with no structures and no money (and no factory in the starting settlement). The game has a true blank slate start and your first upgrade path is determined by the first (random) batch of alpha ships you happen to run in to. It's a slow beginning, but it's a *DIFFERENT* slow beginning every time that forces you to adapt. I could've sworn I repaired my command module in Jameson - maybe I only did it in 0.1 and that was removed in 0.2? The larger the asteroid, the more circular it will be. But small asteroids in nature are truly irregular!
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Post by kingoftaurus on Jun 8, 2011 13:53:49 GMT 10
you can repair. at least in .1 you could. i dont feel like shooting myself to find out.
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will
Alpha Rank
Posts: 2
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Post by will on Jun 8, 2011 16:59:54 GMT 10
The game doesn't have to be easier, it just has to be more accessible during the early phases. I find the naked command core to be extremely twitchy. I can hardly do anything with it. Give me a pair of girders and an alpha laser and I'm fine. Most of my thoughts are for things that make handling complete destruction easier. If Farbs wants a space-rogue, with perma-death and other brutally unforgiving features, then that's okay. He's making the game. I personally don't, and so long as you don't mind people who play nethack and dwarf fortress sneering at Jameson because it is forgiving to players in the early game, then I think that the more accessible approach is the better one. (no offence to those who play and enjoy games as hard as nethack and DF)
The most fun I've had in Forever and Successor were those times where I used somebody else's super-cruiser and steamrolled everything into annihilation. Not to say that the few times I beat the games with my own ships weren't fun, they just weren't as fun as the carnage I was inflicting with a portable death star.
I like the idea that I could just navigate to a warp station, jump to a juliet zone, and see how long I could survive. Thinking about it, that could ruin game balance, so they should be few and far between.
I'm pretty sure I could make a case that every different set of parts the opening gives you could force you to adapt. I find the naked core painfully annoying, so I like the idea of some start off factory and cash. I thought the story was that you were COMISSIONED to resettle the sector, right?
I never saw a way to do it, but I was just wondering.
True, but it seems that most asteroids are kind of gemstone shaped, that is, a bit flatter tipped than this: ._______ /............\ .\........../ ..\......../ ...\....../ ....\..../ .....\../ ......\/ Which I don't like. ):
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Post by pixelator on Jun 13, 2011 6:49:31 GMT 10
You can repair Command module just like any other module at repair stations in 0.2. While i agree that the blank slate method increases the quality of the game, i wouldnt find it unreasonable to give the player 10 or 20 creds. at start up. That way they could make repairs to help the learning curve out, but they would still have to fight to unlock the repair station.
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Post by sfsdfd on Jun 15, 2011 1:46:48 GMT 10
Having to unlock the oxygen station or nav station in a new settlement is something that might be reasonable, but having to unlock 3 delta banks, or 2 charlie repair stations, or multiple echo scrappers is kind of ridiculous when my ship is well into Golf territory. On the other hand, and keeping with the theme of "I don't want an easier game", I like having to fight for each Echo station when I'm still loaded with Charlie lasers. Yeah, it's a pain in the a** to have to fight a new guardian at EVERY station. When I've attained a Hotel-class ship, it's annoying to find a new batch of Charlie stations, and then unlock every single one in turn. This is just redundant. Solutions: * One guardian could guard a set of stations. When the player activates *any* of these stations while locked, the guardian shows up; but once destroyed, the entire set of stations is unlocked. * This system could be flexible based on the ship level of the player. When the player is flying a Charlie-class ship, encountering a Delta-class set of locked stations could present one guardian for each station (to make liberating these stations difficult); but when the player is flying an India-class ship, encountering the same Delta-class set of locked stations could present one guardian for the entire set.
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Post by moth on Jun 15, 2011 22:05:55 GMT 10
I relish fights with guardians as they are an opportunity for wanton destruction with no guilt about wasting valuable modules.
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Post by Darkond2100 on Jun 19, 2011 17:01:43 GMT 10
I'd like to see swarm-like attacks from 3-6 enemies. They might try to entrap you, or come at you gunz ablazing in a v-formation. Maybe they would be Alpha level enemies that would only ambush you while you're cruising.
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bigg
Bravo Rank
Posts: 13
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Post by bigg on Jul 20, 2011 21:20:38 GMT 10
Will it ever be possible to generate your own maps at will?
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