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rangar Cadet
Joined: February 02, 2006 Posts: 100
| Posted: 2006-06-14 07:03  
currently, when you get killed in a big fight, unless you have a modded ship nearby, you'll probably just get a stock, upgrade it for a few minutes and rejoin the battle.
since upgrading/modding is nearly non-existant in beta, a fight like 10k from a sy would mean even if someone dies they could rejoin the fight in seconds.
so my suggestion is this:
in addition to each PLAYER gaining pres, the ship that the person uses gains pres as well. This would mean that the ship would be slightly (not massive, but small changes) better.
for example, a brand spanking new ship's PD might have a range of 150 or something, but once you've used the ship in combat (or whatever other way pres might be gained) the "PD crew" gain more experience, so their range is noe 175 or 200. not a massive change.
Or your gunner crews might do 50% damage when they're new, but once they've gained experience, they might do 53% (i.e. shooting critical ship areas).
other improvements could include:
engine speed (how fast you speed up/slow down)
Jump speed (an experienced crew increase b like 0.5-1.0 seconds)
This'll mean that although your new ships will still be good, somebody who is able to use their ship without getting killed with have the slightest of advantages.
Some people have so much pres that they could lose tonns of ships and not worry, so these people who just throw their ship head first into danger hoping to do as much damage before they get killed will have a harder time getting kills themselves, as the "experienced" crews they're fighting will have a slight upperhand.
Please post thoughts, opinions and suggestions.
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2006-06-14 07:47  
i believe this has already been suggested and shot down
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2006-06-14 11:31  
Crew has long time been debated.
I think Faustus was for it. their was some confusion on it
all I have to say is: More important things to balance out before we start to add more unbalance to it.
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2006-06-14 11:49  
It takes too much away from the element of player skill. You may think that a small 1% increase in weapon stats or energy would not make much difference, but EvE is a good example of how much such "insignificant" changes can affect gameplay and balance between players.
Experience, as you put it, would not make a great addition to DarkSpace, as combat and PvP is the core of the game. Balance is essential.
One of the biggest issues with the current metagame is the difference in power between a stock ship and a modded ship. Stock ships have no chance to compete agaisnt a ship that has been upgraded.
With Beta, this has been adressed somewhat; device levels are now tied directly to the hull. You can now use these ships in normal gameplay, even if they aren't ideally suited for the role in which you need them.
This is where the whole point of the upgrade system in DarkSpace comes in. With the system as it is in Beta, you can upgrade at any friendly planet, providing it has enough Resource and a high enough tech level. Players have access to all compononets almost straight off.
Proposals have been considered to tie certain devices to requiring specific resource flags on planets, in order for you to be able to equip them.
To equip a certain type of engine (IE a PFE drive), you might need to control a planet that has a Hypermatter flag and a high enough tech level to "produce" that item.
Basic customisation should be very easy; you will be able to mod a ship to perform relatively well in the role in which you need. Finetuning and tweaking to get the most from your ship should (and hopefully will) take time. There would be a limited set of planets in the MV that are capable of producing everything that a Faction needs - these would become contested hotspots of action.
This gradual modification represents a form of experience. Over time, ships will become more specialised for thier role, not more powerful. It rewards you more for playing the game.
It is entirely possible that this funtionality might not make it into the release version. I hope it does, as it will give a lot more strategic gameplay to the Metaverse.
The current map we have may not be entirely suited for this model of the game either, but that is something that can be modified and adjusted over time, and may well carry the added benefit of helping us develop a storyline for the game. A storyline that follows the gradual development of resource shortages and the conflicts surrounding them as the gamemap gets tweaked in real time. It also allows the devs to have a little fun with special events.
Something for you to ponder at least.
-Draf
[ This Message was edited by: Drafell on 2006-06-14 11:51 ]
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2006-06-14 13:05  
i find this dwelling off topic eh Drafell?
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2006-06-14 16:02  
Quote:
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This gradual modification represents a form of experience. Over time, ships will become more specialised for thier role, not more powerful. It rewards you more for playing the game.
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in addition to each PLAYER gaining pres, the ship that the person uses gains pres as well. This would mean that the ship would be slightly (not massive, but small changes) better.
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Same endgoal (a slightly better ship), different method of implementation.
A lot of the rambling was necessary to explain the concept, and how it fits into the wider tactical metagame of DS, and to why it would be a better way.
Modifying engine speed is already available via different drive options. The default is the IE drive, but if you can find a planet that wull supply AME you will get a faster ship, albeit less energy output on it.
With Jumpdrives, the AMJD is completely superior compared to the Tach Drive, although I wouldn't be adverse to seeing a higher energy usage for its recharge, along with less total fuel (7000 cap seems about right)
[ This Message was edited by: Drafell on 2006-06-14 16:07 ]
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Quistis {C?} Cadet Evil Empires Inc.
Joined: April 06, 2002 Posts: 1536
| Posted: 2006-06-21 10:21  
The clone said, "I suggested pretty the same thing back in 2002.
The Clone only got a reply from Rogue Spear cause he wanted the Clone's phone number...
Rogue Spear and The Clone are both still awaiting responses..."
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