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Topics - Mercurio

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Suggestions / Crew mechanics
« on: June 27, 2011, 08:19:01 AM »
Alright, I don't know if it has been mentioned elsewhere on the forums but the mechanics of escaping ships and the shuttle that transfers command to other vessels gave me an idea...

If you plan on having crew members as a resource or maybe as a part of an experience system (veteran crew -> better performance in battle), you could add escape pods to the game.
As soon as a ship is severely damaged or disabled, it could eject the surviving members of the crew in speedy little pods that try to escape from the battlefield or to the closest friendly ship. You could even be able to order them to abandon ship manually, to keep the crew alive or to surrender a certain ship to pirates, to activate a self-destruct-sequence that blows everything up or something similar.

You could even capture the surviving crew members of the enemy fleet and enslave/sell them (if you are a pirate of sorts), or hand them over to justice for bounty (if THEY are pirates).

I don't exactly know about your plans for boarding actions or AI behaviour, but it would be fun to see a puny freighter jettison all of his crew in speedy pods to "get the hell outta there", before you might board it and slaughter or enslave everyone on the ship.


2
Suggestions / Weapon and subsystem - hardpoints
« on: June 12, 2011, 09:23:10 AM »
Hi guys!

I just registered he so I don't have to bother Alex on Twitter (Otherkinetic) all the time  ;D

So I can't recall where exactly I read about the planned system for ship hardpoints but i'd rather discuss the topic now than when it's too late...

As far as I understand the ships will be limited to a certain amount of certain weapon types and I know there might be some restrictions in size too, but I (personally) favor a more liberal approach to the topic. Taking Gratuitous Space Battles as an example I wanna point out that well balanced weapons don't need any type restrictions. For example, if the player prefers to fly a ship that only sports rocket launchers, he has certain natural disadvantages (like limited ammo or slow firing speed) over a balanced mix of weapons, but might have advantages in another part of combat.

It just feels a bit limiting to your personal playstyle and strategies if you have to include weapons or gear that you dont really want or that force you to miss out on other loadouts which you could have tried without restrictions. If in the end youre going to have an open sandbox game and a lot of customization, it would be fun to just have separate hardpoints for weapons (of all types) and subsystems, in different sizes.

It makes combat more satisfying too, if your personal choice of weapons proved effective in a battle, rather than using the best weapon for each weapon type youre forced to carry. Of course a ship thats loaded with lasers will overload instantly, a macross-missile-massacre-battleship will run out of ammo quickly and can easily be countered by a ship thats loaded with point defense, but it's still fun to just go crazy with customization.

 Maybe make it possible to convert weapon hardpoints to subsystem hardpoints or different types of weapons and vice versa, for an added cost or drawback (less hull points or something like that), to allow even more diversity. As you said, it's perfectly possible in the games canon to convert a freighter into a battleship with a crude welding job.


Feel free to add and comment...

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