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- Sep 13, 2013
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Heres my idea on gamemodes and changes to existing gamemodes. hope you find them good! (Overview at the bottom for the lazy readers)
Sandbox Gamemode
First of all: An enhanced tutorial.
Lets face, the tutorial at the moment is pretty dull, and considering its the first thing a new player's going to see when they enter the game it needs to be improved. What I propose is a new starting location, a center for all single player and multiplayer servers, the TGS (Trading Guild Spaceport). Put simply a planet with several buildings amenities and a launch pad on it. When the player first enters the game they will start the tutorial sequence this will be held in a flight training building at TGS. When you activate the tutorial you are transport to a simulation sector that will be unaccessible from the normal universe. Inside you will learn the basics of flight and combat. Perhaps with this mission sequence:
Mission 1: Learning to build
Mission 2: Learning to Fly
Mission 3: Learning to trade
Mission 4: learning to use the mission computer (explained in post)
Mission 5: Learning to Fight
Mission 6: Learning to Salvage
Mission 7 and 8 (optional): Learning to use advanced build mode and special items (pulsars etc.)
Mission 9?: Learning to use factories (optional)
Once you've completed these missions you will then be taken back to TGS where your inventory will be reset and you will be given the starting materials to go off and create your own universe! The tutorial can be skipped and you will be given all starting materials.
Mission computer.
This would be a block that when place on your ship allows you to access all "station communicator" blocks within range. This would open up a panel that lists various available missions these would be simple trade/battle missions for sandbox mode. You can then accept missions for a small fee (perhaps 5% of mission reward).
Mission examples:
Trading
-Deliver 300 stone to shop x (reward 4000c)
-Smuggle 200 AMC cannons to shop x (reward 6000c)
Battles
-Destroy (name) ship in sector x y z (will spawn in within nav range) (reward dependent on ship)
-Disable (name) ship in sector x y z (will spawn in within nav range) (reward dependent on ship)
Disabling ships
Simple really add a small damage period between when the core explodes and is fine and this will count as the ship being disabled (can no longer move), you then have a certain time period to enter the core before it goes into the normal overheat mode. In order to gain loot from a ship your would now need to disable it and board it. When you board a ship you then have an option to loot capture or destroy the ship. Loot and capture will have a percent chance of success depending on your ship mass, e.g.. A larger ship may have a 100% success rate, A ship the same size would have 70% and less for smaller ships. Possible equation: Success rate=(Mass of boarding ship/Mass of Boarded ship)x(1/4)+70 max at 100 min at 5. Failure to Loot/Capture will cause the core to go into overheat. Pirates would now disable instead of destroy.
The Station Communicator
This block would be a station only block. Whilst expensive it allows faction owners to set missions for their members, drawing reward money from a "faction bank", which when nearly empty disables missions that it cannot accommodate for.
Faction bank
This would be a panel under factions that you can deposit money into. The faction owner can set what rank can withdraw money from the bank. Faction members can see the funds in the bank.
NPC
Of course this would require NPC's to work, but only simple ones with a little dialog a patrol script and some mission starter scripts.
Well that's the sandbox mode.
TSG
This starting planet would contain all the essential amenities to start off the game:
-shop
-shipyard communicator
-Some NPC's
-A factory
-Mercenary Guild (place to hire NPC's to follow you as a fleet)
Shipyard Gamemode
A simple 3x3x3 sector universe where you get infinite items in your inventory and 2 sectors devoted to ship testing: they'll have ballistics and some hull targets that spawn in.
Career Gamemode
Petty much sandbox gamemode although more intricate missions and a limited universe size with 2 empires and pirates. perhaps 20x60x60 sectors. You work your way up the military ranks of either pirate or the two empires.
NPC's would be much more complex for example random empire ships patrolling sectors and hired mercenaries out to get you. As well as fleets for hire.
-no factions apart from the NPC ones
-no trading guild
-restricted items until you advance further in the storyline.
Hardcore
Pretty much the same as Sandbox, except everything costs more and missions are much harder. Pirates will destroy your ship rather than disable it.
-Everything costs more and missions are harder
-If you die the universe is deleted
-pirates destroy
I know some of this is not possible right now but I hope it helps schema with some ideas for future gamemodes. Hopefully the simple missions can be added to the sandbox gamemode pretty soon, as another way of making money, and the faction banks so that factions can easily use their resources. The Enhance tutorial should be possible to implement easily as it is just a spaceport, some sectors and a few mission scripts.
Overall
-Faction banks
-Disabling ships
-Simple NPC's
Sandbox
-Enhanced tutorial
-Simple Missions
Shipyard
-3x3x3 sector universe for creating ships.
Career
-Complex missions
-story (perhaps on how the Trading guild was formed - created unity between the two empires at war)
-20x60x60 universe
-Enhanced NPC's
Hardcore
-When you die the universe is deleted
-Harder missions
-Pirates destroy
(added disabling success rate and some ideas on hardcore mode.)
Sandbox Gamemode
First of all: An enhanced tutorial.
Lets face, the tutorial at the moment is pretty dull, and considering its the first thing a new player's going to see when they enter the game it needs to be improved. What I propose is a new starting location, a center for all single player and multiplayer servers, the TGS (Trading Guild Spaceport). Put simply a planet with several buildings amenities and a launch pad on it. When the player first enters the game they will start the tutorial sequence this will be held in a flight training building at TGS. When you activate the tutorial you are transport to a simulation sector that will be unaccessible from the normal universe. Inside you will learn the basics of flight and combat. Perhaps with this mission sequence:
Mission 1: Learning to build
Mission 2: Learning to Fly
Mission 3: Learning to trade
Mission 4: learning to use the mission computer (explained in post)
Mission 5: Learning to Fight
Mission 6: Learning to Salvage
Mission 7 and 8 (optional): Learning to use advanced build mode and special items (pulsars etc.)
Mission 9?: Learning to use factories (optional)
Once you've completed these missions you will then be taken back to TGS where your inventory will be reset and you will be given the starting materials to go off and create your own universe! The tutorial can be skipped and you will be given all starting materials.
Mission computer.
This would be a block that when place on your ship allows you to access all "station communicator" blocks within range. This would open up a panel that lists various available missions these would be simple trade/battle missions for sandbox mode. You can then accept missions for a small fee (perhaps 5% of mission reward).
Mission examples:
Trading
-Deliver 300 stone to shop x (reward 4000c)
-Smuggle 200 AMC cannons to shop x (reward 6000c)
Battles
-Destroy (name) ship in sector x y z (will spawn in within nav range) (reward dependent on ship)
-Disable (name) ship in sector x y z (will spawn in within nav range) (reward dependent on ship)
Disabling ships
Simple really add a small damage period between when the core explodes and is fine and this will count as the ship being disabled (can no longer move), you then have a certain time period to enter the core before it goes into the normal overheat mode. In order to gain loot from a ship your would now need to disable it and board it. When you board a ship you then have an option to loot capture or destroy the ship. Loot and capture will have a percent chance of success depending on your ship mass, e.g.. A larger ship may have a 100% success rate, A ship the same size would have 70% and less for smaller ships. Possible equation: Success rate=(Mass of boarding ship/Mass of Boarded ship)x(1/4)+70 max at 100 min at 5. Failure to Loot/Capture will cause the core to go into overheat. Pirates would now disable instead of destroy.
The Station Communicator
This block would be a station only block. Whilst expensive it allows faction owners to set missions for their members, drawing reward money from a "faction bank", which when nearly empty disables missions that it cannot accommodate for.
Faction bank
This would be a panel under factions that you can deposit money into. The faction owner can set what rank can withdraw money from the bank. Faction members can see the funds in the bank.
NPC
Of course this would require NPC's to work, but only simple ones with a little dialog a patrol script and some mission starter scripts.
Well that's the sandbox mode.
TSG
This starting planet would contain all the essential amenities to start off the game:
-shop
-shipyard communicator
-Some NPC's
-A factory
-Mercenary Guild (place to hire NPC's to follow you as a fleet)
Shipyard Gamemode
A simple 3x3x3 sector universe where you get infinite items in your inventory and 2 sectors devoted to ship testing: they'll have ballistics and some hull targets that spawn in.
Career Gamemode
Petty much sandbox gamemode although more intricate missions and a limited universe size with 2 empires and pirates. perhaps 20x60x60 sectors. You work your way up the military ranks of either pirate or the two empires.
NPC's would be much more complex for example random empire ships patrolling sectors and hired mercenaries out to get you. As well as fleets for hire.
-no factions apart from the NPC ones
-no trading guild
-restricted items until you advance further in the storyline.
Hardcore
Pretty much the same as Sandbox, except everything costs more and missions are much harder. Pirates will destroy your ship rather than disable it.
-Everything costs more and missions are harder
-If you die the universe is deleted
-pirates destroy
I know some of this is not possible right now but I hope it helps schema with some ideas for future gamemodes. Hopefully the simple missions can be added to the sandbox gamemode pretty soon, as another way of making money, and the faction banks so that factions can easily use their resources. The Enhance tutorial should be possible to implement easily as it is just a spaceport, some sectors and a few mission scripts.
Overall
-Faction banks
-Disabling ships
-Simple NPC's
Sandbox
-Enhanced tutorial
-Simple Missions
Shipyard
-3x3x3 sector universe for creating ships.
Career
-Complex missions
-story (perhaps on how the Trading guild was formed - created unity between the two empires at war)
-20x60x60 universe
-Enhanced NPC's
Hardcore
-When you die the universe is deleted
-Harder missions
-Pirates destroy
(added disabling success rate and some ideas on hardcore mode.)