Firstly :
I would like to say thanks for this amazing game, It has brought me the most fun I've had ina VERY long time. I can't wait to see where it goes.
credit for all of these ideas is not mine to take, many of them I have seen on the forums (or I may not have
seen but do exist) but I wanted to give my ideas and thoughts on these subjects in one place
NOTE: The weapons/ship weapons are major points in this post, please discuss, thank you!
keep an eye on the bottom of the post, any new ideas go there.
Ships :
???
NOTE :- all of these weapons would be affected by the projectile spread (as previously mentioned) but again, the spread is very minimal and weapons with higher ROF would have increased spread (only minorly).
?Characters :
- I feel that character models should be made into proportion (a bit more human-like). Each character would also have a very weak standard personal shield (REALLY weak) that simply protects them from space and a bullet or two (but they still require masks to breath )Characters should start in "normal" attire, such as that of star trek/halo (but a bit thicker with a littel padding) such that colour represents the postion (everyone would obviously start the same, maybe a grey?). This would lead to a few new additions being possible :
- O2 Generators in ships (so crew can walk around without breathing equipment)
- Breathing mask (equippable if oxygen is not present, this would be standard start equipment)
?- Different armour suits (similer to halo marines and spartans? Planetside? cos they look a badass)
- Hacking tool (e.g. infiltrate the enemy ship and take down life support (O2 generator)
Personal Weapons : - My idea of how this would work is like this. You can buy/manufacture different parts (better/bigger parts would be more expensive and rarer, we don't want everyone with mini-guns). You start by activating the reciever/energy core (just like a ship core) a menu pops up with a selection of weapons e.g. SMG, LMG, HMG, Sidarm, Mounted weapon etc.
when you choose, you get given a set of dimenstions to work with (so no 10m long pistols).
The system would work just like ship building although the blocks would be tiny in comparison (1cm per block) and some blocks would take up more than 1cm e.g. barrel would be 2cm cubed (8 blocks) but casing would be just 1 block.
Each weapon would have tweakable stats much like ship weapons, they would all standardly have realistic stats for each class of weapon (slight variations dure to weapon build)
I would like to say thanks for this amazing game, It has brought me the most fun I've had ina VERY long time. I can't wait to see where it goes.
credit for all of these ideas is not mine to take, many of them I have seen on the forums (or I may not have
seen but do exist) but I wanted to give my ideas and thoughts on these subjects in one place
NOTE: The weapons/ship weapons are major points in this post, please discuss, thank you!
keep an eye on the bottom of the post, any new ideas go there.
Ships :
- Combat : In EVE Online, The bigger the guns, the more effective they are at destroying larger ships, but less effective at destroying small ships. This is mainly due to them turning far slower. I know this is already in, but It could maybe use a few tweaks.
A system could be implemented as well as "> mass = < turn rate" . So that as the number of weapon modules increases a VERY VERY small spread would get introduced (and I mean VERY VERY small) So that large turrets and ship weapons would not be capable of sniping small ships in one blast at long ranges. This would also mean it is very slightly harder to dig a perfect tunnel to the core of a ship due to slight projectile deviation. I think this would also feel better from a gameplay perspective.
If This sort of concept could be implemented it would greatly improve "ship class definition" by that i mean, every size of ship, and every type of weapon will be viable in combat as they will provide different rolls.
???
- Additional Systems : I was thinking that afterburners and warp cores could be implemented.
Warp cores - These would be blocks that allow "warp" this would appear in the sselection menu with other weapons. For the warp core block to not overload it would require 30 power blocks (5 spanning out from each space, streight, can not be boxed around the core) and would generate 1 warp speed (500m/s) per block to a maximum of warp 8 (4000m/s). The ship would be on a streight course and would not be able to manouver. The warp core would also auto-drop warp if there are obstructions. Warp would also take 5seceonds to activate (to prevent insta-warp from battle)
Afterburners - These blocks would have to e connected to an engine block in order to be active. One block would generate "+2.5%" engine thrust when active, so that if your main thrust is 1000 you would gain 25 thrust from a single block. This benefit would be stackable up to 100% (note that this would require a massive amount of power, and would most likely render most ships weapon systems useless while afterburners are in use)
The afterburners would last a set duration, say 5seconds. The ship would be a lot harder to maneuver while afterburners are active, so that these would be ideal for running away from combat or short distance travelling. They would have very minor use in combat.
- Hulls : Hulls are FAR too weak as they are now, the are almsost entirely aesthetic. In stead of just making Hulls stronger I have another suggestion (already mentioned somewhere else by someone else i believe!), Different types of hull.
So Minerals could be used to make hull, each type of mineral would create a hull with it's own unique attributes :
- HP
- Damage reduction bonuses (-5% kinetic damage etc.)
- Weight
- Colour ( paint can be apllied to change this though )
Each Level of the mineral would produce a hull block with enhanced properties e.g. L1 = 500HP, -1% kinetic damage L2 = 550HP, -2% kinetic damage (this is ust an example of how it would work, not decided values)
This would mean that L1 of mineral X would be better than L1 of mineral Y, however, L1 of mineral X is weaker than L2 of mineral Y.
- Additional Weapons : A few new weapons to make ships more diverse.
Gauss Cannon : This weapon would standardly have a very long reload rate, an AOE effect (1 block radius) but high speed, damage and distance, however would require a large portion of energy to use. The high energy consumption would make this weapon undesirable for in-combat use as it would deminish the effectiveness of other systems that are needed.
The interesting thing about this weapon, is that the damage of the projectile also acts as it's "HP" which can be deminished by it hitting blocks e.g. the weapon deals 2000dmg, It is fired at 4 500HP hull blocks, It would hit the first and then deal 1500 damage, and after the fourth block the projectile would be destroyed. This would fire kinetic slugs that look like rockets at super-speed.
This weapon would be ideal for capital ships and battle stations to house, as its effectiveness would only truly show in high numbers with a massive energy supply.
Howitzer : This is what is produced when the anti-matter cannon and missile launcher have a baby. It would standardly deal a small AOE damage (3 block radius), would have slightly more damage than an anti-matter cannon, a slower rate of fire than the anti-matter cannon, a slower projectile speed than the anti-matter cannon and a further range than the anti-matter cannon. This would fire kinetic shells that would be visable by the small flame trail behind teh shell. These would deal +5% damage to hull.
EMP Repeater : This would be a cross between a combat and support tool. This would standardly sport a 3 shot burst fire (very high ROF per burst), a similer ROF to the howitzer, A small AOE effect per bolt (1 block radius), each bolt dealing about 25% of an anti-matter cannon, a fast projectile speed, a lower range than the anti-matter cannon and each bolt would reduce effectiveness of systems within the AOE (this is not stackable e.g. firing 6 bolts at a single turret will not disable it)
These woudl deal +5% to shields
These would fire purple-blue plasma emp bolts.
Gatling Cannons : These would be similer to the anti-matter cannon. They would come standard with a very high rate of fire (more than the anti-matter cannon), a range slightly smaller than that of the anti-matter cannon, a faster projectile speed than the anti-matter cannon and deal less damage than the anti-matter cannon (to balance the ROF).
These would fire kinetic slugs (similer to the howitzer but smaller)
Plasma Bomb : These would be similer to modern day bombs... but in space... and made of plasma!!
These would only stack effect up to 20 blocks as they are primarily a fighter/bomber weapon. They would have a slow rate of fire, a moderate AOE ( 5 Block radius ), a slow projectile speed, a short range (100m) but have high damage. These projectiles would also be affected my planet gravity.
These would be equipped on fighter/bomber ships to strafe larger ships primarily ( giving smaller ships more of a role ) and could be used for taking out base turrets or any other important systems. Well timed bombing runs as a ships shields go down would be devastating! Dealing -5% damage to shields.
The projectile would look like a blue ball of energy.
Incinerator : This would resemble "phasers" in Star Trek, a red sustained laser basicly.
This would have a range farther that of the anti-matter cannons, an instant projectile speed (It's like the mining laser), an AOE effect (2 blocks, massive damage reduction per block, so weakens surrounding blocks but would take a while to actually destroy anything with the AOE), a high damage output to burn through blocks but would consume a a substantial portion more power than conventional weapons due the focused energy it requires. This weapon would deal +5% damage to shields.
NOTE :- all of these weapons would be affected by the projectile spread (as previously mentioned) but again, the spread is very minimal and weapons with higher ROF would have increased spread (only minorly).
?Characters :
- I feel that character models should be made into proportion (a bit more human-like). Each character would also have a very weak standard personal shield (REALLY weak) that simply protects them from space and a bullet or two (but they still require masks to breath )Characters should start in "normal" attire, such as that of star trek/halo (but a bit thicker with a littel padding) such that colour represents the postion (everyone would obviously start the same, maybe a grey?). This would lead to a few new additions being possible :
- O2 Generators in ships (so crew can walk around without breathing equipment)
- Breathing mask (equippable if oxygen is not present, this would be standard start equipment)
?- Different armour suits (similer to halo marines and spartans? Planetside? cos they look a badass)
- Hacking tool (e.g. infiltrate the enemy ship and take down life support (O2 generator)
- More tools :
- Tracking device - player can attach this to an enemy ship to be able to track it for a set amount of time ( this would be perfect for small cloacked craft to drop someone onto a larger ship to plant a tracking device )
- Mining laser - player can use this to mine on planets/asteroids at a faster pace ( this obviously wouldnt work in teh current insta-destroy everythinga nd anything )
Personal Weapons : - My idea of how this would work is like this. You can buy/manufacture different parts (better/bigger parts would be more expensive and rarer, we don't want everyone with mini-guns). You start by activating the reciever/energy core (just like a ship core) a menu pops up with a selection of weapons e.g. SMG, LMG, HMG, Sidarm, Mounted weapon etc.
when you choose, you get given a set of dimenstions to work with (so no 10m long pistols).
The system would work just like ship building although the blocks would be tiny in comparison (1cm per block) and some blocks would take up more than 1cm e.g. barrel would be 2cm cubed (8 blocks) but casing would be just 1 block.
- some of the components could be:
- Reciever/energy core (creation piece, would be maybe 3x2x2 blocks)
- magazine/ energy cell (1 block, stacking creates larger ammo cap)
- casing (similer to hull, 1 block)
- Sights (varying size depending on sight)
- Barrel (2x2x2 blocks, stacking decreases sustained fire spread and increases range)
- suppresser (2x2x2 blocks, stacking decreases sound of weapon further)
- Muzzle break (2x2x2 blocks, Decreases spread of sustained fire)
- Forward grip (2x1x1 blocks, decreases spread of sustained fire)
- Flashlight (3x1x1 blocks, for seeing in dark places... )
Each weapon would have tweakable stats much like ship weapons, they would all standardly have realistic stats for each class of weapon (slight variations dure to weapon build)
- Edit:
"Center of mass ship indicator"
Make it so that the ships HUD icon is centre of mass rather than at the core. This would mean players don't just fire directly at your core and bore a nice hole through your ship.
- Edit 2: More Ideas
"Ship energy state lighting"
This would mean that once your ships energy reaches 30% all lights within your ship turn yellow (warning light) and when your energy is