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« on: September 11, 2018, 04:09:44 AM »
I'm sure some of these have been suggested before, but after reading the upcoming plans for this game I've been having some things on my mind, namely....
1. The number of starting scenarios is very limited, beginning as a pirate, ludd fanatic or a tritach corporate tool (all with their appropriate faction relations and starting ships) would go a long way in allowing players to start on their desired run quicker and with less hassle.
2.Ship variants could use some polish:
A) The pirates, seeing as they’re supposed to play a bigger role in the future, could use some tuning. I think their ship variants should have more flexible weapon slots, the Mule is a perfect example of that. Beggars can’t be choosers, and they would need to use any weapon they can get, no?
Ramshacke ships like the Mudskipper mk II are also a nice touch, why not give them something like a carrier converted Prometheus? More converted shuttles with oversized guns? I know these guys are supposed to be loot pinatas, but that doesn't mean they should be boring loot pinatas, no?
B) Pathers, the luddic colossus is a sad joke of a ship, if there is a ship that would make a perfect pather conversion its the Venture. Remove all utilitarian hull mods, add SO+a hammer barrage on its nose+an actual fighter deck and you have a perfect pather flag ship.
The Shepard is also a good candidate for the same treatment, replace the drones lasers with Swarmer missiles?
C) Giving the tritachs a converted Brawler was interesting, now they have an anvil to the Tempests hammer. Maybe give them a converted Dominator, an anvil to the Asuras hammer?
D) Hegemony auxiliary: Mule, Cerberus, Venture, Shepard, Prometheus, Wayfarer.
Hegemony battlegroup: Legion, Mora, Conquest, Heron….bigger focus on larger ships as that will fall in line with Heg doctrine.
3.More hull mods, both good and defective as the ones we already have are ok, but they all focus on combat and deal with the same ship stats.
Ex: expanded crew bunks, fuel tanks and cargo bays, usefull for augmenting your utilitarian ships.
Contrasted by bamaged crew bunks/fuel tanks and cargo bays with the oposed effect, I believe this is a necessity to implement because as it
stands right now pure utility ships don’t have much going on for them. What are you gonna install on your Dram and Buffalo other than Unstable
Injector?
Automated sistems-for reducing skeleton crew requiremts, efficient maitenance modifications- reduce maintenance per month on installed ship,
,damaged shield generator-reduce shield arc and efficiency, compromised fighter bay-makes one fighter bay unusable, etc.
4. Stronger derelicts, so you want scavenging to be the primary way in which players get blueprints and such, how will you prevent them from
steamrolling everything if they luck out and get something cool?
Derelict ships that get stronger as time passes, first few are your typical D clunkers, after that you face off fully repaired and eventually improved derelicts.
That Rampart suddenly got scarier with heavy armor and a shield didn’t it? Also they could use a capital ship and a carrier for some variation.
Same could be said for the [REDACTED], systems with fully armed battlestations should be full with better augmented fleets.
5. Ship procuring missions, I’m sure there are many collectors out there who would like rare ships like a civilian Kite, Hyperion, Scarab, Omen.
Well that's all I can think of right now, back to the shadows...