Some suggestions to make the game even better!

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    Greetings! This is my first post on this forum!

    Originally, I posted this on the game's steam forum, but decided to join this forum as well since it appears to be the game's main forum. The first is a bunch of suggestions for how the faction system could be improved, and the later is asking for your opinion on my own possible ship classification system.

    The original steam post:

    At the moment the faction mechanic like much of the game isn't done. There already appears to be a ranking system in place so that players can serve different levels of positions within a faction. I suggest a new way to make factions even more powerful: Faction taxes, funds and credit reserves.

    The faction credit reserve is basically like the player's own credit reserve accept that it is owned by a faction and not any single player. The faction leader does however control how the money is used. Faction taxes (which are also controlled by the faction leader) basically applies a % ranging from 0% to 90% to every faction member's credit reserve at regular intervals (as a bonus, it would also be awesome if it were possible to have different kinds of %'s for different kinds of members depending on their membership status). The faction leader decides how to use the money for the best interest of the faction.

    Faction payments allow the leader of a faction give himself or other people money from the faction credit reserve. There would be 2 ways to do this: A single cash payment, or repeated payments which occur automatically (how often is under the faction leader's control). In both cases people are paid an exact money amount each time. This could serve many uses, such as paying faction members a wage for their services (note that unlike faction taxes, there should be no limit to how many payments the same player is getting at the same time).

    What do you think of my idea?


    And my second post about the ship classification system:

    I think I will also throw my own opinion while I am at it how I think ships should be classed. I don't really like it how most of these classification systems appear to focus only on size or have these really specific requirments like having a X amount of shields or thrust. So I think a more simplistic system would be better where ships are classed depending only on 2 things: role and size.

    For example, if a ship's main purpose is to carry other ships then it would be classed as a carrier regardless of it's size, but would also have a size classification in addition to it's role. If a ship was a carrier and was huge for example, it would be called a "Level 5 Carrer". Or if it was small it would be classed as a "Level 2 Carrier". You get the idea.

    EDIT: I have created a more detailed rating system (or an idea for one anyway).

    The Terran ship classification system
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    Ships are classed depending on role and size.
    ----------------------------------------------------------------------------------------
    Role classification:

    Fighter: Fast and highly manouverable craft containing a single or a handful of pilots. Typically (though not always) relies on a carrier mothership for interspace travel. Are commonly used to swarm and overwhelm with sheer numbers.

    Corvette: A fast and a manouverable ship intended for escort and patrol missions. Their speed and manouverability also makes them ideal for anti-fighter roles.

    Destroyer: A combat ship that typically takes on support roles for other ships like cruisers and carriers. Very commonly armed with torpedos.

    Cruiser: A multi-role combat ship well suited for a wide range of roles. Is likely to make up the bulk of a fleet. May use any number of armaments but is likely to have a balanced set of weapons.

    Battleship: A well armed combat ship designed mostly for offensive roles. Often takes the role of space artillery in a fleet, overwhelming the enemy with massive firepower.

    Carrier: A ship which main purpose is to carry other ships between places and/or into battle. Typically fighters. Is unlikely to have powerful weapons and thus depends on it's carried ships or other ships for defense.

    System destroyer: An extremely well armed and a powerful ship intended to overwhelm through sheer might and firepower. Typically used as the main offensive weapon as part of a larger fleet rather than operating on it's own. While there is no exact size requirment for a ship to be classed as a system destroyer, as a rule of thumb it must have both armaments and defenses that goes well beyond anything commonly seen on most other ships.
    -----------------------------------------------------------------------------------------
    Size classification (size is rated by number of blocks, exact numbers not decided:

    Level 0: Tiny
    Level 1: Small
    Level 2: Medium
    Level 3: Large:
    Level 4. Huge:
    Level 5: Titanic
    ------------------------------------------------------------------------------------------------

    Let's say I build a large cruiser and called it Defender. Then it's classifaction would be:

    "Defender Level 3 Cruiser".

    Or to make things faster and more convienent: "Defender-L3C"

    What do you think? Is this a good system?


    What do you think about my suggestions and ship classification system? Are they any good?
     

    CyberTao

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    Belonging in General > Classing systems are irrelevant I find, people make ships from different lores and with different styles. Someone once said it was like all Sci-fi universes combined into 1 with dozens of "cannon" classing systems. The mix-match of class is actually quite nice though, it creates a grander scale (Infinite Space had a kinda mixed class system).

    Belonging in Suggestions (could probably get a mod to move) > Faction vaults. I like the idea, but not the taxing part really. Automatic taxing kinda collides with faction pay, and having it set to a fixed % of player credits gets rid of the chances for backdoor trading. You could apply taxes to when people are selling to shops though, 5% of legit profits makes sense, so long as donations are also allowed.

    Faction pay could probably happen on the faction point tick, if the player was active in the last 48 hours (listed as active member). But the founder and highest ranks should be able to access the credit vault, as it may be used for buying new stations, buying blocks via trade, or just used to pay for peace at the end of a war
     
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    I am sorry if this was the wrong forum for posting this :(

    But the founder and highest ranks should be able to access the credit vault, as it may be used for buying new stations, buying blocks via trade, or just used to pay for peace at the end of a war
    The faction leader could make it so that members of certain ranks can also access the funds. There would have to be a feature that allows others to see a list of transactions though to prevent abuse.
     
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    The faction leader could make it so that members of certain ranks can also access the funds. There would have to be a feature that allows others to see a list of transactions though to prevent abuse.
    Don't forget a system to request spending funds, and all the bureaucracy that comes with it :3
    And yes, I love paperwork.