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Just an idea about some Weapon placements on ships |
Red Wolf Fleet Admiral
Joined: November 27, 2009 Posts: 52
| Posted: 2010-11-02 21:19  
Ok i have an idea About weapons.
OK please bear with me as this may be a long post
Ok, for some of you new players, there used to be a time when you could put any weapon you wanted on any ship you wanted as long as it matched its weapon class. An example would be to take an ICC escort destroyer. It is fast, has dread shields(used to then) and as a ridiculous amount of lasers. Back then you could take some kluth psi lasers and replace the lasers with them. That makes the ship have strong weapons, strong shields, and be fast with alot of weapon placements. Alot of people did this then and many people left the game because of it. Another example would be take a missle cruiser and replace all the missles with torpedos.
What im proposing is better explained in an example.
Take a Ugto Gunboat Destroyer for instance. It has a good amount of Weapon placements and has an alright energy regeneration. What im saying is that take a Qst(Quantom Singularity Torpedo for you that dont know. There those shiny things big ships shoot at you lol) and place it on the Destroyer. Im not saying just replace 1 Weapon placement but do many changes to it like-
--Replace maybe half or more of the ships weapons on the Destroyer because the Qst is a very large and powerful weapon.
--Reduce the amount of damage the Qst because you if you put that dreadsized weapon on a Destroyer you would need to scale it down a bit
--Reduce the amount of ammo on it. Say give the Destroyer maybe about 5 ammo for it. It would mean that the ship could only fire a few and have to retreat for more ammo. It would make it a fast attack ship that could only do so much damage but very fast.
--The Qst would also do havac to the Destroyers energy and make it a tactical decision if they use it.
The same thing could be done with the Kluth ST(stellar incinerato) and the ICC (forgot wat the actually call them >.> but you vets know what i mean)
I also dont mean like put any weapon on any ship like that one time but it could be a tactical option. Only make it an option to a select few ships and weapons like say replacing a few missle slot on a Missle Destroyer with stronger missles.
This is just an idea i had so please no haters. Also if something like this has been posted before just say so. If you think this is a good idea please say your thoughts but if you hate it then just say so. Also if you think you can add anything then please feel free to add any thoughts you may have.
Once again ust an idea and pleaSe dont hate.
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Panduh Grand Admiral Pitch Black
Joined: June 03, 2007 Posts: 250
| Posted: 2010-11-02 21:39  
Not the role of a gunboat destroyer, i think.
what you are describing is a new ship class (and one that has a QST that amounts to a regular destroyer level torpedo)...
doubly pointless
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-11-02 23:31  
LOL. What you're saying is....
Let's just have the basic hull class.... eg. Destroyer hull, with a specified mass and number of "slots" and then let players have a free hand at customizing the dessies completely?
Don't think it will wash, as they want specific roles for each hull class and their sub-types. Limited customization is good, and perhaps we should have a bit more weaps to choose from. Currently we can swap... say, Plasma and PSI cannons, (in fact I'd go so far as to say, it's an illusion of customization LOL). So maybe we need a 3rd or 4th weapon choice to erm... further give us a better illusion. Heh.
But total customization would screw up the gist of the game, which is to make ships role specific with their strengths and weaknesses.
_________________ ... in space, no one can hear you scream.....
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-11-03 07:27  
SI-Scouts for luth
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2010-11-03 09:06  
back in 483 we had open modding where cannons could be swaped for light beams, and missles could be swaped for torps. it cuased major inbalances in the game. back then escort dessies where pretty much unstopable with its 12 cannons, dred lvl shielding and armor. i dunno know about you but i do not wanna see a repeat of this.
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warlord 1050 Admiral
Joined: April 05, 2006 Posts: 19
| Posted: 2010-11-03 09:46  
i am in favour of a point system for weapons and armour.
so aside from the ships with standard layouts in the game currently, you can take a empty hull and refit it with armour/shields and weapons like you please.
It works as this:
you get a empty hull with X empty slots for each of the 4 sides of the ship.
Then you can fit armour/shields and weapons on the ship as long as the slots allow it.
You pay with points for this.
You can also adjust the the shooting angles the weapon has, again by spending points.
The strength of the weapons and armour/shields (level) is determined by the hull class and can't be modified!
Because a certain hull type always has the same amount of points you can spend to refit it, things should be balanced.
Of course some builds will be better then others but that you learn by experience and is also determined by the situation in which the ship is used.
With this system ships are more versatile according to the players preferred playing style and more important, they are unpredictable so you don't know in advance what you can expect when seeing a ship.
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2010-11-03 11:19  
No.
We are not going to be allowing free-form ship modding.
End of story.
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deathblave Marshal
Joined: October 10, 2007 Posts: 268
| Posted: 2010-11-03 13:22  
what about for a t2 version ? free moding for half its slots
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Scorched Soul[+R] Marshal Pitch Black
Joined: November 14, 2005 Posts: 378 From: USA, NJ, Princeton
| Posted: 2010-11-03 14:07  
seeing as how we are never going to see free modding again, I would like to see a greater number of weapon choices and to see those differect weapons having different effects which (this is coming from someone who has no idea how to code) would basicly be temporary negative enhancements. This way we get
- More choices
-pretty new lights to watch go across the screen
-a higher amount of tactical thought involved in which ship you should bring and which enemy ship you should shoot down first
-(hopefully) Improved cordination with team mates i.e.
- you get the weapons that do this and Ill grab the weapons that do that and we can work together
- weapons that can only be applied to smaller ships will increase their tactical value
- life returned to things that people believe to be useless (Psi cannons)
- a whole slew of new enhancements to enhance certain effects
- possibly new ships (depends how ambitious the Devs are feeling) to go along with new layout ideas
this would spawn a whole new level of thought and tactics (in my opinion the most important part of the game) that players new and old would have to experiment with and learn to master. It would have to be tested to work out the whole balance issue but shouldn't turn everything upside down.
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2010-11-03 16:05  
Quote:
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On 2010-11-03 11:19, Jim Starluck wrote:
No.
We are not going to be allowing free-form ship modding.
End of story.
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Honestly, dont lock yourself in like that. your setting yourself up for a fail.
Imagine the potential of free-form modding. ship hulls have so much space, wich you then fill with whatever weapons you want. it would need balancing, but you get the picture.
Unlike now, where we are stuck with aproximately 1/2 of all ship classes virtually never used...
To prevent factions doing what they arent meant to(k'luth missile dreading, ICC doing all closeup work) restrict to that factions weapons, and also have damage bonusses - ICC could have a weaker beam instead of CL, but better cannons.
I honestly think this game would appeal much more to new players/reviewers if there was free-form modding. Adds a whole lot of fun testing out that new dred layout or w/e
Quote:
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seeing as how we are never going to see free modding again, I would like to see a greater number of weapon choices and to see those differect weapons having different effects which (this is coming from someone who has no idea how to code) would basicly be temporary negative enhancements. This way we get
- More choices
-pretty new lights to watch go across the screen
-a higher amount of tactical thought involved in which ship you should bring and which enemy ship you should shoot down first
-(hopefully) Improved cordination with team mates i.e.
- you get the weapons that do this and Ill grab the weapons that do that and we can work together
- weapons that can only be applied to smaller ships will increase their tactical value
- life returned to things that people believe to be useless (Psi cannons)
- a whole slew of new enhancements to enhance certain effects
- possibly new ships (depends how ambitious the Devs are feeling) to go along with new layout ideas
this would spawn a whole new level of thought and tactics (in my opinion the most important part of the game) that players new and old would have to experiment with and learn to master. It would have to be tested to work out the whole balance issue but shouldn't turn everything upside down.
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This is also a great suggestion that the devs should be extremely open to.
honestly, eventually people WILL get bored of the current weapons. after all, there is little choice. in most cases, its a choice between the good weapon and the useless weapon.
What about a system like in tf2 where every now and then you "find" a hat, gun, mask etc. we could do that with special weapons, and implement a trading scheme. People would probably end up buying credits(more $$$ for faust!) so that they can trade for those exclusive weapons.
We should add more diversity to weapons. honestly, there are probably so many good ideas in the community that we could add 5x more then what we have now in weeks.
oh well, i hope the devs actualy read through that huge wad of text ^^ there, and actualy take it in to consideration. [ This Message was edited by: lulzypulzy*STEAK!!* on 2010-11-03 16:18 ]
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Red Wolf Fleet Admiral
Joined: November 27, 2009 Posts: 52
| Posted: 2010-11-03 23:30  
Quote:
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On 2010-11-03 16:05, lulzypulzy*STEAK!!* wrote:
Quote:
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On 2010-11-03 11:19, Jim Starluck wrote:
No.
We are not going to be allowing free-form ship modding.
End of story.
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|
Honestly, dont lock yourself in like that. your setting yourself up for a fail.
Imagine the potential of free-form modding. ship hulls have so much space, wich you then fill with whatever weapons you want. it would need balancing, but you get the picture.
Unlike now, where we are stuck with aproximately 1/2 of all ship classes virtually never used...
To prevent factions doing what they arent meant to(k'luth missile dreading, ICC doing all closeup work) restrict to that factions weapons, and also have damage bonusses - ICC could have a weaker beam instead of CL, but better cannons.
I honestly think this game would appeal much more to new players/reviewers if there was free-form modding. Adds a whole lot of fun testing out that new dred layout or w/e
Quote:
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seeing as how we are never going to see free modding again, I would like to see a greater number of weapon choices and to see those differect weapons having different effects which (this is coming from someone who has no idea how to code) would basicly be temporary negative enhancements. This way we get
- More choices
-pretty new lights to watch go across the screen
-a higher amount of tactical thought involved in which ship you should bring and which enemy ship you should shoot down first
-(hopefully) Improved cordination with team mates i.e.
- you get the weapons that do this and Ill grab the weapons that do that and we can work together
- weapons that can only be applied to smaller ships will increase their tactical value
- life returned to things that people believe to be useless (Psi cannons)
- a whole slew of new enhancements to enhance certain effects
- possibly new ships (depends how ambitious the Devs are feeling) to go along with new layout ideas
this would spawn a whole new level of thought and tactics (in my opinion the most important part of the game) that players new and old would have to experiment with and learn to master. It would have to be tested to work out the whole balance issue but shouldn't turn everything upside down.
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This is also a great suggestion that the devs should be extremely open to.
honestly, eventually people WILL get bored of the current weapons. after all, there is little choice. in most cases, its a choice between the good weapon and the useless weapon.
What about a system like in tf2 where every now and then you "find" a hat, gun, mask etc. we could do that with special weapons, and implement a trading scheme. People would probably end up buying credits(more $$$ for faust!) so that they can trade for those exclusive weapons.
We should add more diversity to weapons. honestly, there are probably so many good ideas in the community that we could add 5x more then what we have now in weeks.
oh well, i hope the devs actualy read through that huge wad of text ^^ there, and actualy take it in to consideration.
[ This Message was edited by: lulzypulzy*STEAK!!* on 2010-11-03 16:18 ]
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This is exactly what i mean! It would create a much more diverse game and options in the game!
-The game would appeal to newer players more
-Old vets may play the game again to master the new material
- and it could bring in more money for them
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-11-03 23:58  
A few new weapons would be a better idea.
Free form modding isn't.
Perhaps a couple more new weapons besides the PC, Rail, PSI, Plasma, Flux, etc. I dunno... maybe guys like Red October could suggest. They always seem to have something. rofl.
It's easier to code in new weapons, update the damage/range table, and just give them shiny new projectile colors than to redesign the game.
_________________ ... in space, no one can hear you scream.....
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MarineKingPrime Marshal Exathra Alliance Fleet
Joined: October 04, 2010 Posts: 239 From: CSS CheezyBagels
| Posted: 2010-11-04 00:22  
Main thing you need for better ship customization is:
More Weapon Choices
Tactical Tradeoffs with the different weapon choices. For example, that railgun may have long range and have fast speeds, but the gauss guns have increased damage, abiet decreased range.
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2010-11-04 00:33  
Quote:
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On 2010-11-03 23:58, Kenny_Naboo[+R] wrote:
A few new weapons would be a better idea.
Free form modding isn't.
Perhaps a couple more new weapons besides the PC, Rail, PSI, Plasma, Flux, etc. I dunno... maybe guys like Red October could suggest. They always seem to have something. rofl.
It's easier to code in new weapons, update the damage/range table, and just give them shiny new projectile colors than to redesign the game.
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agreed. i hinted on that myself.
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-11-04 04:08  
Quote:
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On 2010-11-03 09:46, warlord 1050 wrote:
With this system ships are more versatile according to the players preferred playing style and more important, they are unpredictable so you don't know in advance what you can expect when seeing a ship.
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i see the same problem, as it is in WoW with its talent-trees:
- on the paper you have many ways to spec you character
- in game, almost everyone run around in the same spec (per class) because it give the most dps, survival or healing
-> after some time, the forum will be full of "whats the best layout for {insert ship here} ?" and nearly everyone will have the same layout
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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