Suggestions for everything from Mass to Shields to Building

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    Really enjoying the game, it's well done even in an alpha state. I would like to share some of the thoughts I've been having and suggestions that occured to me. It's a bit of an essay, sorry :)

    I've broken this down into sections to make it easier to read, please excuse me if these have already been covered already or are already planned features :). I'll cover:

    • Mass and Asthetics of Weight
    • Engines and Thrusters
    • Shields, Choose a Weakness
    • Navigation, a Hitchhikers Guide
    • Utility belt
    • Building on Building

    Mass and Asthetics of Weight

    I think for me the biggest things that I can suggest is the reduction in cost for aesthetics. At the moment all blocks adds to the mass of a ship equally, 1 block = 0.1 mass, I think that should change. Vital components like power and weapons should add to the mass of the ship, where as hulls should add less, and purely aestetic elements should either add none or very little. Somethng along the lines of:

    • Essentials = 1 mass
    • Light hull = 0.2 mass
    • Heavy Hull = 0.5 mass
    • Aesthetics = 0.1 or 0 mass

    I think it's also be great to have blocks that aren't hulls for the insides of ships, simple decking and scaffolding like blocks, so that we can have flooring, walls and what-not that doesn't impact on the performance of the ship.

    Engines and Thrusters

    I think the trusters could do with expanding on. I'd like to see them broekn down into engines, thrusters and boosters. Engines turn power into thrust that is funneled through the thrusters, more engines means more potential thrust, more thrusters allows more thrust out.This might seem odd, but then when you would need thrusters facing in other directions to improve mobility and to decelerate. Boosters act as an alternative method of propulsion, they provide large thrust boosts but for much more power consumption, intended for temporary boosts in speed.

    Simply this breaks down to:

    • More Engines = higher potential speed.
    • More Thrusters = more possible acceleration in thruster direction.
    • More Boosters = larger temporary boost to speed, much large energy consumption

    Ways to improve a ships maneuverability

    Shields, Choose a Weakness

    Shields are at the moment simply a case of the more the merrier. To improve this I suggest a more complex system; we split shields into 3/4 types of blocks and into two catergories, generation and emitters. Of the two types of generation blocks there are the generators and the capacitors, which are fairly self explainitory. While the Emitters are project the shield generated to an area, and can be extended with Emitter Boosters.

    Generators drain power to create more shield strength, capacitors store the strength. You would need both to survive, but you could chose the more optimal balance of each, more generators have a large drain on your power but have a greater regeneration rate, while more capacitors will give you longer longevity in a fire fight and a quicker shield transfer rate, but without generators to match will take much longer to regenerate.

    Emitters project the shields around the ship within an area, much like docking blocks work, except centered on the emitter and they protect the blocks they cover. Emitter extenders increase the area the shield covers and boosts the the projected shields strength.

    How shields work is broken into 3 sections, projected shield, stored shield and shield regen. Projected shield strength is the active defense, individual to each set of emitters. for example you could have your shields broken into fore and aft shields, each with independant shield values. Stored Shield is the shield strength stored in the capacitors, which is immediately begins transfering into an emitter when it is hit. This adds longevity to shields by acting as a buffer. Last is shield generation, this is a slower process but very necessary.

    Broken down it looks like this:

    • Emitters - covers an area with shielding.
    • Emitter Booster - increases the area of a shield and it's strength.
    • Shield Capacitor - Stores shield strength, more increases amount stored and transfer rate.
    • Shield Generator - Regenerates shield strength, more produces more shields, drains more power.

    I believe this will allow much more varied and interesting shield construction. Small ships would simply use a single emitter and some regen, but increasingly larger ships would have to choose how to section up their shielding and what kind of balance of regen and capacity to go for. Sectioned shielding will lead to players having to think more strategically where to aim.

    Navigation, a Hitchhikers Guide

    At the moment moving around space is pretty samey, you either look for pirates or players to kill or to find resources, or you find a nice spot and stay there. Doing both is too much of a pain, finding your way back is difficult, and having multiple bases is also a pain. To remedy this I suggest some fixes to the navigation and a few new block types.

    At the moment navigation is a bit of a pain, so I have suggestions for basic improvements. The simple addition of a compass, being able to set waypoints by the map (P) and storing waypoints for certian objects, particularly automatically adding your owned property would be great. A clear and concise display of sector cordinates would also be a large help. Also as a small note being able to use cockpit view points at different angles and to get into a ship via the cockpit would be very appreciated,

    Travelling long distances is a pain, your effectively stuck holding W until you get there. I think the additon of a new AI, or expansion of the old BobbyAI, that you can tell to automatically head to a waypoint you have set. It would do this regardless of what you are up to, so you could wander around your ship while its doing so, so it'd also be useful for the AI to inform you when it has arrived. Because this could lead to you being left behind it could also be possible to remotely give orders to your ship.

    I would like to see some form of fast travel develop. For this I have two suggestions, beacons and jumpdrives for personal travel and warp gates. I'm sure most people playing this game are familiar with these. Beacons act as a homing in point for instant travel and can be placed on ships, stations or planets and allow a jumping ship to jump it at a safe distance. The jumping ship would require a Jumpdrive block, bigger ships needing more blocks. Attempting to jump drains all power on the ship and charges, requiring increasingly more energy the bigger the ship is, taking less time to charge the more power the ship produces, to a minimum of about 10 seconds.

    Warpgates would be installed on stations or planets and would be either linked to a set gate or gates or allow access to all other warpgates. It would be best to have it link only to set gates of a matching size. I think that gates should work by creating an aperture, possibly either a set size generated by a single block, much the way a docking block reserves space, by linking 4 corners in a square, or with multiple blocks and the aperture appearing on the largest flat surface. I personally prefer the second version, though it seems the hardest to program.

    Utility Belt

    More assortment of ship based tools could add further specialisation other then combat. Blocks that facilitate scanning of a variety to types, radar functions, AI control, defensive weaponry, probes, decoys and jamming

    Scanning would allow you to scan for certian objects, the more scanner blocks you have the greater the range but the more power each scan consumes. Scanning sufferes from interference, so bigger ships require more scanner blocks, and bigger ships, asteriods etc are harder to scan for certian blocks. Successful scans review limited information, such as the presence or absence of certian blocks. Scans that a well above the limitations of resistance review more information, possibly displaying the locations of such blocks. Such scans could temporarily reveal cloaked or radar jamming ships.

    Radar should only be available after a ship has installed a radar system, more blocks produce a longer range/more frequent update, but put a constant drain on power. Also the stronger your radar the more resistant to countermeasures it will become.

    Remote control of AI could be very useful, achieved by adding in communication blocks. This could lead to needing communication blocks to access certian channels of chat too. For example each block could be 'tuned' to the right frequency (or code/key) to access that channel, with faction specific channels being encoded meaning you would also need to have an appropriate faction module on your ship to read that chat.

    The inclusion of weapon blocks that are designed to counter missiles could add a new layer to combat. Simply automaticly firing weapons that act like normal weapons otherwise (same mechanics) they can damage missiles to try and destroy them. If they aren't already missiles from larger arrays are more resilient.

    Probes would allow players to gather basic data on areas of space without having to actually go there. Probes could be launched from special weapon type blocks, large arrays launching longer lasting, faster and tougher probes then smaller ones.

    Decoys could either be simply fake heat signitures to confuse heat seekers to complex mirror image devices that great fake copies of the players ship to appear. They could be visual or just appear on the enemies sensors such as scans.

    Jamming already appears defensively for radar, but jamming could also extend to scans or missile locks, or even extend to offensive means by locking out enemy sensors.

    Building on Building

    The functions in the advanced build UI are very good and do make construction much easier. But there are some basic building utilities that I feel could make a lot of difference. The ability to highlight areas with a simple box selection and copy, cut and paste would go a long way. Further on that there could be the ability to rotate sections, either those already place or that have been copied to the clipboard. The addtion of being able to reposition the ship core after construction, and either rotate the block or the orientation of the ship, would make a lot of ship builders either very happy or relieved.



    I think thats everything so far, sorry for the long read. And again, great job with the game! :)
     
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    Overall you introduce some great concepts, I\'ve been thinking along similar lines, let\'s combine ideas.
    I agree completely on the differential mass idea, a light doesn\'t have nearly the mass of hardened hull or a power core, and it wouldn\'t be too difficult to add another value to the blocks.
    As to the thrusters and shields there is a simpler solution, a power distribution interface. We already have these systems in-game, just add propulsion and shield computers, then we could set up banks specifically for thrust/boost, and you could decide if you wanted shields that have a fast regen, low recharge, or high hp. I also think that hull, especially hardened, should have damage reduction.
    Nav beacons would be awesome, I too had the idea for offensive radar and passive \"surveyor\" radar. Com blocks, especially for voice chat, would be great too, I was thinking of transmitter blocks for nonfaction ship to ship Coms (imagine hailing an unknown vessel! ) or, you know, if you wanted to announce yourself in sector by blaring the Imperial March, to each his own.
    Warp gates, or my personal preference, a warp drive, are a must have. Even better let\'s get transporter blocks too, tuned to another individual block, or a specific frequency, some faction specific would be cool too! That way you could never \"lose\" a ship in deep space.
    While building if you could select a block type to be changed, ie change all hull black to hardened hull black, or change AMC to salvage laser, would make retrofitting blueprints or upgrading existing ships a breeze.
    Upgrading Bobby so you could give him more precise direction, like you were saying \"go to this beacon\", \"stay within this radius of my ship/station\".
    I REALLY like the idea of having your power drained after using your warp drive, it would keep people from abusing it and give defenders a chance when enemy fleets jumped into your system. Being able to have automated message generators (signs basically) that would transmit to any ship in the area would be cool as well. Lastly, along with internal blocks I would like some terrestrial building blocks, some wooden planks or some visual effect blocks, force fields and the like.
    Thanks for some thought provoking ideas.
     
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    While I had concidered the idea of thruster and shield computer, I wanted to force more concideration on builders. A computer is just one block, while having to consider the space needed for a massive shield set a builder can choose to sacrifice space fo thrusters to achieve that. Adding a computer block would be easier though, as the code for it is already used else where and would add an interface for the player to interact with. Perhaps both could be used, the computer adding the ability to further modify the balances to a limited degree?

    Comms could be broken up into standard comms (say), long range comms (shout), personal comms (whisper), attuned comms (party/squadron) and encrypted comms (faction). The problem with needing blocks for basic chat is if a player is floating around in a spacesuit. I suggest that personal comms and standard comms should work, possibly attuned comms too, while floating about in space.

    Transporter blocks could be useful, it would allow easy personal access. It could even be linked to a beam that would allow the player to target a planet surface and beam players to that spot, or to pull them back up.

    Being able to colour change hulls would be rather useful, instead of buying each colour individually, just buy standard hulls and colour change them after shaping your ship. Simply have the paints in your inventory.

    The powerdrain on the jumpdrives, in conjunction with my other suggestions, would prevent players from using most of their systems like propulsion and weapons while charging their warpdrive, plus ships with powerdrain weapons could prevent the ship jumping away. I think that\'s for the best, it\'d be fair all around on players during PvP.

    I\'d love having nice aesthetic blocks like planks, but I\'d rather have other useful blocks first :P But forcefields might be nice further along the line.
     
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    And you became part of the problem despite having ample time to observe it.

    Always attracting newbie posters to reply to a few points and maybe posting their own wishlist of everything , further scattering the dispersion.

    Thread after thread gets posted , each discussing the same ideas independently and redundantly , burrying any original thought.

    It doesn\'t matter if you had an original idea somewhere in your thread , it will be ignored just like everything else. Don\'t expect people doing a forum search to click a \"suggestions for everything\" result.

    Sure , everyone was new to the internet once. But it gets maddening when mostly *everyone* appears to be , or does not care either way.

    So here\'s a bit of thread hijacking. Maybe this time the intended audience may get the point if your thread becomes \"popular\" enough !
     
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    Suggestion section of forums is lost and hopeless.

    People never check the forums before posting anything. It\'s nothing new.

    Just forget about it man, don\'t let it get to you. It\'s a lost cause.
     
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    Really? I\'m sure we all have the time to search the forum for every suggestion and read them in detail, no? Need you be rude about this? Do I care? Enough to type this response I guess. Do I want to help improve the game? Is that wrong?

    As you have the time to post that reply Stak I\'m sure you have time to consider these questions. I hope you good day :)
     
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    Not sure if Stak is trolling or just stupid.

    Putting that aside, these are good suggestions and I\'ve also been thinking about shield mechanics similar to yours for some time. In fact, yours are better in the sense that they are far simpler and thus easier to explain while having the same practical outcome.

    As for the others, +1 support. Making engines more complex and interesting would also be a good idea.