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Author Topic: Itemising things.  (Read 2779 times)

Decer304

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Itemising things.
« on: April 24, 2013, 09:19:35 PM »

I think this game would be more interesting if Hull mods and ship systems were expanded (which i'm sure will happen in the future) but also itemised, which means they are a form of loot.

I know that this has been bought up in some way in the past, but i felt that it is better to make a new thread, than bump an old one.

First on Hull mods. I think that hull mods should be divesified in the way that there are two forms of it. Skill based, (gained from levelling up skills) and Random loot based, where you could possibly gain better hull mods, but they'll take longer to find. I think that this should be implemented by the player having to collect a certain number of the specific blueprints (for example you have to collect 2 pieces of the Expanded magazine blueprint to unlock it) to be able to use it.

Now, for ship systems. I think it'll be cool if ship systems were classed so that the ship may only use a certain class ship system. (examples: Missile- based ships systems should be universal, drone based should be classed as drones, ballistic based such as expanded magazines would be classed as ballistics and ships may only use the class of ship systems that are compatable such as Wolf- class can only use energy class and universal) I think that this would diversify gameplay as well as this customisation. As for itemisation, i think it should be implemeted the same way as random loot based hull mods should, so you should have to collect blueprints to unlock it, the harder the sector, the better the loot from ships, stations or somthing.

What do you think about this idea?
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PCCL

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Re: Itemising things.
« Reply #1 on: April 24, 2013, 11:04:17 PM »

well... hull mods are things specifically installed to the ship, (like say... bigger magazines), so I think it wouldn't make sense to itemize them whole ("you looted a heavy armor, congratulations!"). That said, having some sort of cost to them may be appealing

example:
heavy armor- costs 15/25/40/75 heavy metal plates and 10/25/35/50 supplies
integrated PD AI - costs 1/1/2/2 AI core, 4/6/8/12 microchips, and 5/15/30/45 supplies

this will be partially refunded when taking off the hullmod, ofc this will require more commodity resources to be in the game first


the system thing I completely agree with. AFAIK the hound just dumps flares out of its backdoor, what's preventing them from dumping guided ones? That should only be a small portion of ship systems though, probably just interchangeable flare reserves and drones, that should be about it. Maybe each ship gets a small choice of systems that they can choose that's still exclusive to their ships with little overlap

example:
wolf: phase skimmer - 5OP, fortress shield - 20OP, secondary phase cloak - 10OP
enforcer: burn drive - 10OP, accelerated ammo feeder - 15OP, maneuvering jets - 15OP
hound: flare launcher - 5OP, bomber drone - 10OP, burn drive (god forbid) - 10OP

this allows greater diversification in ship roles, do you want a wolf to be a fast skirmisher, a sturdy line escort, or a flanking strike frigate? Do you want your enforcer to be a bullhead assault ship, a steady fire platform with great firerate, or a nimble combatant capable of attack and escort? What of your hound, the standard fighter jet of a boat, a small but deadly strike platform, or the fastest blockade runner this side of the sector?

this could be defined on the hull file as a new list that looks like this

compatibleSystems["phaseskimmer", "fortressShield","etc."]

each system can then be defined an OP cost depending on hull size in their file or the csv
then a ship can have its choice of system in the .variant file

ofc it could all be too much for alex to commit to at this point but hey, a man can dream, right?
« Last Edit: April 24, 2013, 11:11:31 PM by gunnyfreak »
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Gothars

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Re: Itemising things.
« Reply #2 on: April 25, 2013, 03:09:40 AM »

That said, having some sort of cost to them may be appealing
example:
heavy armor- costs 15/25/40/75 heavy metal plates and 10/25/35/50 supplies
integrated PD AI - costs 1/1/2/2 AI core, 4/6/8/12 microchips, and 5/15/30/45 supplies

Installing hullmods will cost CR, which in turn costs supplies to regain.


this allows greater diversification in ship roles,

Is that desirable, though? If all ships can be super diverse, there is less uniqueness and less reason to acquire a specific hull for a specific task.
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Decer304

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Re: Itemising things.
« Reply #3 on: April 25, 2013, 03:18:00 AM »

I think more diversity in a game is good. I dont know what you mean by ships would have less uniqueness if there is more diversity, because i think the opposite. there'll be more combinations which would then allow players to be able to play however they want with whatever they want.
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Gothars

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Re: Itemising things.
« Reply #4 on: April 25, 2013, 04:35:03 AM »

allow players to be able to play however they want with whatever they want.

Taken to that extreme it would mean there is no reason to have more then one ship hull, since it can be equipped to do everything. Differences between hulls would be purely optical.
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PCCL

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Re: Itemising things.
« Reply #5 on: April 25, 2013, 08:13:28 AM »

I see what you're saying, diversity should be carefully managed, but i feel 2 or 3 choices of systen wouldn't hurt that bad... in fact i think it ll encourage specialization by bringing the systems to the center of attention (so its a conscious choice the player makes instead of just something on the side attached to the ship with no player input)
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Gothars

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Re: Itemising things.
« Reply #6 on: April 25, 2013, 09:43:27 AM »

Well....I suppose that a straightforward upgrade of a existing system could "bring the system to the center of attention" without changing the character of the ship. Maybe via a "system upgrade" hullmod that changes MG-drones to laser-drones, flares to active flares and upgrades the stats of some other systems.
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arcibalde

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Re: Itemising things.
« Reply #7 on: April 25, 2013, 09:51:20 AM »

Don't get me wrong but sometimes is better to have less choice. So I agree with Gothars. Every ship has enough things you can modify (weapons, hullmods, vents, caps) i just don't see why it would beneficial if ship could take some other system than default one.
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Axiege

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Re: Itemising things.
« Reply #8 on: April 25, 2013, 07:43:31 PM »

I like the idea of complete itemizastion of hull mods, and really anything that might slow down the near-instantaneous turn-around from completely new naked ship hull to super-death-killing machine. I'd like it if you could acquire any kind of hull mod item (with some being more hard to come by than others) but still required the know-how on how to install it on a ship and use it (unless you come across some expert or mechanic in your space travels, be he friendly, shoddy, or shady, to install it for you).

And on itemised ship systems, I think it would be possible to give the player at least a couple choices without taking ships out of their roles and making others superfluous. Maybe just slight variations of a ship system so it really comes down to personal choice, or systems that better compliment other roles the ship can already take based on its potential loadouts, like a Conquest with Fast Missile Racks and MIRVs and Pilums.

Personally I'd like the ability to remove a ship system in exchange for more OP or something, because the way I play Auroras the High Energy Focus is useless.

EDIT: dumb spelling mistakes
« Last Edit: April 26, 2013, 10:00:26 AM by Axiege »
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Decer304

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Re: Itemising things.
« Reply #9 on: April 25, 2013, 10:53:57 PM »

That is why i only limited to hull mods and ship systems. You guys are being to extreme, of course i dont want the ships to all have universal weapon mounts, that is obviously going too far.
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