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A better idea! |
Starcommander Marshal
Joined: December 14, 2005 Posts: 579 From: In your base, stealing your cookies
| Posted: 2009-12-11 15:51  
Heres another idea on how to do the point based system. This has been discussed before but here it is in detail.
Allowing the players to use the point based system that the devs use right now. doing the point based system but with restrictions in place. 5 core weps max for all dread hulls, 10 torps max ect ect. With players gaining rank they would also gain certain weapons and 1 or 2 of these weps as they ranked up. So say you go from 1st RA to VA, at 1st RA you would have access to 20 normal railguns/missiles, 10 heavy's/MKII missles, 10 torps, 30 CL's, 2 HCL, 8 plats of armor, 12 shields. 4 reload drones, and 4 build drones. Thats your inventory of offensive and defensive devices allowed to you with ships having there own restrictions on how many of what they can handle. When you reach VA you gain 2 more of each device listed already and 2 IC. Now at VA you can fly (this is from ICC's perspective) the MD. It will spawn with the current default guns on them (all pulled from your inventory). To swap you do the normal swapping you use now but with the list of weps on the side (and how many of what you have). You can start stripping off the guns to allow more room for bigger stuff and as you start pulling these off (everything would be in red) things will start to "green up" showing you now have room for this and that ect. The inventory is renewed with each ship (like how you got fresh credits every time you spawned a ship pre 1.5). So the inventory is what you have for that ship. Resources are still needed to make those weps and same with tech needed.
Allowing the movement of firing points would cost 1 point to move it one space from say fore only to fore/left. Would cost 2 points to make it fire on 3 facings (2 more from the 1 already) and would cost 3 to make it a 360 mount. This idea would be for later but would be nice to see implemented later after the point system is figured out.
So when you are starting out brand new to the game your inventory is small. Like 3 normal and missiles, 3 heavy and MKII, 3 torps, 3 CL and pulse (For ICC) and that's it. That's enough to mod to your liking the small scouts and the 1 frig you get. From there you would gain 1 or 2 more of each as your ranked up allowing basically +2 over the base of each ship. So you can mod your ships as you like. When you reach Admiral (since the 1st RA to VA one is covered above) you get 3 more core weps (since UGTO's BD is 4 QST and as i said the default layouts are pulled from your inventory) and some more guns. Eventully when you reach GA and are allowed to use the Line/BS/Nest you should have 9 core weps total and an array of guns that would make the gods cry (again for some modding allowed). So you could make your line station brimming with IC but then where would you fit your fighters? Where would you be your beams to keep off the few missiles that fly through and for close combat? What about shields? Did you have to sacrifice some shielding to fit all that firepower in? These questions and more would have to be answered as the player is modding his ship. Again there would be limits in place as time gos on. As players find ways to OP there ships but the point limit system should keep them in check. As you may have some awesome firepower but where is your armor? Stuff like that would happen.
Sensors, as you gain rank and so on you should be awarded 2 more sensors then the base needed for the highest ship. So for the sensor frig you would be awarded 4 more sensors of every type from the 3 you would start out with. Since the sensor scout starts with 2 you should have 1 extra to toy with.
The point system alone should limit OP'ed ships since players will haveto balance there points between armor and weps if they want to live. Haveing hte inventory system again is another check balancer to make shure ships dont get too over the top.
Enhancements would still be around but in a more limited role. As you rank up you are allowed to use better and bigger enhancements as well as your enhancement point limit would increase. Yes an enhancement point limit. Basically with each % increase so dose the cost needed to use it increases. You still will need to find them from killing people but you may not be able to use it right away. Zharrs def and others like it that are special would cost 10 points (6 beaing the highest for ADV) since they are specials.
For Kluth cloak would be automatically in your ship and not in your inventory. Same would be with the interdictor ship for all sides. The points needed for both cloak/dico would alreay be deducted from the ships overall max points. [ This Message was edited by: Fatal Starcommander -TNCO- on 2009-12-12 17:36 ]
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2009-12-12 16:54  
AWESOME! i love it. Bravo, bravo!
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2009-12-12 17:27  
Very good start to a nice brainstorming session on the issue. I have some ideas too but no time to post them.
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-12-12 18:03  
One word: arcs.
edit: to be more precise, graphics. [ This Message was edited by: Sens on 2009-12-12 18:04 ]
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Starcommander Marshal
Joined: December 14, 2005 Posts: 579 From: In your base, stealing your cookies
| Posted: 2009-12-12 18:08  
Arcs are easy to work on, like I said in the seond point there. it would cost points to move an arc to a better spot. So there lies a choice, fewer guns but in better places or more guns in the default locations. Also to implement this in later after getting the point system in place.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2009-12-12 22:27  
My idea is from a well known game being released early next year: The more arcs you assign to a weapon the less damage it does. I read that about this other game and I really liked it. 1 arc only and it does full damage, 2 arcs and it does 75%, 3 arcs 50% and all arcs 25%.
I would think most players would choose a mix of FORE weapons at 100% power, FORE LEFT and FORE RIGHT at 75% power. Some might want a few FORE, a few LEFT, a few RIGHT, and a few AFT, all at 100% power but only a few can fire at a time.
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Jar Jar Binks Grand Admiral
Joined: December 25, 2001 Posts: 556
| Posted: 2009-12-13 00:16  
hmm now thats in interesting idea... i like the idea of moving my arcs to better poritions.
could finally make my BD the broadside beast it should be
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Starcommander Marshal
Joined: December 14, 2005 Posts: 579 From: In your base, stealing your cookies
| Posted: 2009-12-13 00:22  
ah yes you could BUT you would be sacrificing points for that. Where would you pull the points from? Sac some armor points or weapon points? There lies the full customization of this system. Also since it is that way restrictions are almost automatically built in. Factor in the weight of armor and so on and now you have a lot of limitations to work around or with to get your ship the way you want it.
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Jar Jar Binks Grand Admiral
Joined: December 25, 2001 Posts: 556
| Posted: 2009-12-13 00:53  
that might be an ussue for K'luth tho.
they dont really have much of anything left to sacrifice
they cant really ditch all their armor for a few more points
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Starcommander Marshal
Joined: December 14, 2005 Posts: 579 From: In your base, stealing your cookies
| Posted: 2009-12-13 01:10  
thats where balancing would come into place. Also what is still unknown is the MAX points allowed on a ship. Do the current defaults use all the points? If so then the Kluth weps would in fact need a small increase so they can do that. Or it could vary well be a balancing factor that a Kluth ship would need to sacrifice firepower for better weapon coverage.
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-12-13 07:07  
... The point is some ships (especially dreads) can't support certain arcs without the cannons shooting through the ship itself. Granted, there only so many places to put a weapon. Of course, if you would like 10 weapons shooting from the same spot, that is doable.
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2009-12-13 07:25  
can have points limited themselves by the number of places you can put a weapon?
edit: case in point, a dessy can usually survive pretty well by just avoiding fire. itd be ridiculous if someone put all their points into weapons and no armour and were running around with a dessy with the firepower of a cruiser. [ This Message was edited by: Lark of Serenity on 2009-12-13 07:26 ]
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-12-13 08:03  
That was technically .483 with more options. With that system, yes its doable. Whther it will pass scrutiny... thats a tossup.
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2009-12-13 08:16  
Quote:
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On 2009-12-13 07:25, Lark of Serenity wrote:
edit: case in point, a dessy can usually survive pretty well by just avoiding fire. itd be ridiculous if someone put all their points into weapons and no armour and were running around with a dessy with the firepower of a cruiser.
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Wow. A dessie with the firepower of a cruiser would be OP in some way?
That's how K'Luth used to be balanced. Our best ships were our weakest armored ships.
But that was when we were hit and run for real.
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-12-13 08:59  
To clarify lark's argument, without armor slots a dessie can have 16-32 more weapons (depending on point value)
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