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Post by bostonboy2021 on Oct 26, 2011 6:11:44 GMT 10
We have a new weapons form already but i think there are plenty of ways to kill atm in the game so these are a few utility ideas.
Cargo bay module now that we have the deck module i had an idea that we could take that one and make it look like the piece on the warehouse station where items are loaded and unloaded and make it into and inventory type piece. could hold 15 items just like warehouses (or less), attach multiple cargo bays for more space. probably would have to access it via the VARS system. so when you hit f1 in addition to the other signals you get there would also be cb1.charon.com (cargo bay 1); cb2.charon.com (cargo bay 2) ect.
while on the topic of warehouse stations, i think it would be cool if when we free one if it has a few modules in it.
Angled Girder im not sure how viable this one is, but i had an idea of an angled girder allowing us to attach pieces diagonally. essentially taking the tier 1 girder and cutting it from 1 corner to the other.this would certainly open up some interesting design possibilities.
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bigg
Bravo Rank
Posts: 13
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Post by bigg on Oct 28, 2011 6:04:09 GMT 10
I'm all for utilitarian things like cargo bays and tractor beams and the like. What I think might be necessary to balance out all these potential benefits for the player is a system of energy or fuel (already been discussed) that would increase the strategic considerations in building a ship (i.e. do I choose an energy-intensive cargo bay that might allow me to store parts more efficiently or an energy-intensive laser that allows me to harvest parts more efficiently). I would also like the idea of an autopilot/warp drive that might draw on this energy source, increasing the strategy involved in getting from one station to another. While I'm on the topic of strategy, I can really imagine using asteroid belts to make getting from station to station much more interesting. Think of a huge ring of impassable asteroids surrounding the starting cluster, with one gap guarded consistently by delta ships, the catch being there are only charlie-level and lower ships within the ring. This would make station clusters much more self-contained, making me think it might be interesting to have different types of station clusters, i.e. weapon factories, warehouse/shop clusters, etc. Plus I want mining, trade routes and politics!!!!
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Post by MrInfernalBadger on Oct 30, 2011 7:14:51 GMT 10
I like the idea of coming across an asteroid (single or cluster) that you can extract energy from (perhaps the pop-rocks that are already in the game). That energy can then be used for other things, like fast travel, powering super weapons, instant travel, shields, all sorts.
You could even collect that energy and use it to create special ship pieces that cannot be bought and very rarely found, such as an item which allows to to store more of that energy. So you have to find one of those pieces to actually start using that energy.
Convoys of ships, these ships could contain energy storage units mentioned above OR just have feck loads of credits given to you when you destroy them, this could increase your 'wanted level' which would cause you to get attacked repeatedly when you try to enter certain areas (peacekeeper space) and could allow you to enter others without getting attacked (boot/jacker space)
Boot jacker space would have more disorganisation and lots of small stations, whereas the stations in peacekeeper space would be large, clustered and well defended. Each of the different sides could have unique items that are particular to their faction. Peacekeeper weapons would be high technological, such as a tractor beam or a solid beam laser. Boot/jackers could have more primitive methods of attack (that are still jsut as effective) such as EMP missles, firing actual bullets (maybe from a railgun type thing) All the tech from peacekeepers would look shiny and awesome, whereas the boot/jacker tech would look stuck together and improvised, each piece could even have random cosmetic differences.
The wormholes could also send you to a certain factions main area, which you can attack from credits and earn respect points sort of thing.
Sorry about the wall of text, once I get going I don't stop
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bigg
Bravo Rank
Posts: 13
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Post by bigg on Oct 30, 2011 20:09:01 GMT 10
Your idea about well-defended peacekeeper space made me think of turret stations that could be taken over and then towed to a spot of your choosing, for example defending your own private pirate haven. Or peacekeeper ships could yield tech modules that grant you the ability to place various stations (i.e. turrets) for a large amount of credits/energy.
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Post by capnderp on Nov 5, 2011 2:17:46 GMT 10
I hugely love the idea of having two distinct factions you could align with (peacekeepers and bootjackers)each with their own pros and cons. It would add so much depth to the game beyond just blowing up everything that comes within range of your Juliet class juggernaut
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Post by Captain Michaela Nul'dolaer on Aug 24, 2014 20:22:17 GMT 10
Yeah, but I don't know where this will go, exactly...
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