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Messages - Mercurio

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16
Suggestions / Re: Career paths
« on: June 13, 2011, 01:57:22 PM »
As long as you don't have to pick a certain career path upon starting a new campaign, and then having to stick with it for the rest of the game, I'm fine with it..

However, there should be a logical way to be able to switch careers... If youre an infamous pirate it should be hard to become a soldier for a faction that hates you for raiding them. Though you should'nt have trouble to get enlisted in the army of their enemies.


I know theres going to be a reputation system and I'm thinking of something like Freelancer did, so it would be great if you had job-related skills that aren't linked to any reputation or career path skill or whatever. If I'm a hideous pirate I might wanna start mining to produce my own ships or weapons or whatnot, or I might want to start trading to launder (gain more) money..




17
Suggestions / Re: Weapon and subsystem - hardpoints
« on: June 13, 2011, 01:36:08 PM »


Finally, the best part about rules is giving the player the power to break them :) It's quite likely that, say, Engineering skill will let you ignore some of the type restrictions.

Thats exactly what I meant.. Being able to alter the restrictions by some means, even if only by utilizing a certain skill, added costs or other drawbacks is fine.

Now I'm not sayin that you should be able to overcome the size restrictions (Mjolnir Cannon on an interceptor would be ridiculous). Its only the type restrictions, really..
Speaking of the technological aspect, it might be easier to refit an Onslaught to sport only ballistic autocannons because they're pretty oldschool, rather than, say, filling every weapon slot with pulse lasers. Maybe you'd have to up-tech the ship first (installing a rare and secret alien artifact power generator?) or sacrifice flux or shield capacity so it can handle the higher energy output.. Let us be creative when breaking rules xD

18
Suggestions / Re: Beam Weapons - Max Beam Duration
« on: June 12, 2011, 09:50:59 AM »
So will those chargeup-oneshot-beams be blockable by shields like the steady but weak beams are now? Would be nifty to charge the beams long enough so they can punch right through the shields and overload the enemy when he was expecting to be able to vent the flux right away...

19
General Discussion / Re: Preorders and Sales
« on: June 12, 2011, 09:47:57 AM »
What about making a video contest or something... Let people record their most epic battles and upload the results, maybe you can tinker another trailer out of it or something xD

20
Suggestions / Re: Boost
« on: June 12, 2011, 09:29:54 AM »
Will there be a hyperspace drive that lets you warp out of the battlefield as if you would escape through the borders of the map?

Like an emergency FTL thing that has to load up, generating flux and making the ship totally helpless until it lets you warp away instantly...

21
Suggestions / Re: Beam Weapons - Max Beam Duration
« on: June 12, 2011, 09:27:23 AM »
The pulse lasers already have a charge-up thing.. You can hold the fire button and they charge up before they unload a big beam on the enemy (sounds kinky  :P) , or you can rapidly click the fire button and it spams little laser pulses all over the place..

I think a beam that can connect with other beams to combine with them and create an even bigger beam might be epic...

22
Suggestions / Re: Suggestion: factions forming and dying
« on: June 12, 2011, 09:25:03 AM »
Just make sure that you don't end like Mount & Blade where one faction can totally dominate every other and makes the game stop suddenly by cutting off all possibilities xD

23
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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