Hello,
===> Before I start, a shorter summary of the ideas is some posts below!
I started to play this game since several days, and I was really impressed about its potential. I also like Minecraft, building stuff in general, combining design and function to seek perfection in my creations.
Anyways, as this game is full of potential for creativity, action and wars, I would like to contribute by giving some suggestions about the already existings items and blocks.
I also want to remark, I damnly admire the bold use of exponentials in the formulas, which is, in my opinion, a too rarely used key to improve a high amount of games. Let me start. (Any numbers are fictional numbers to represent relation inbetween, and not actual values from the game content itself.)
Design of ship sizes, damage and durability
In this case, it is important to give all ships of every size functions and not leave them simply outclassed by bigger ships. These factors are to be considered in this case: Invested credits into the ship, size, speed, damage output, armor.
- Anti Matter Cannoncs should be reworked: There should be reasons to have both, cannons with smaller stack amount and cannons with higher stack amout (stack => if mulitple cannons are connected, this is the number of those cannons). Increasing the stack amount should cause the following: The damage per second (dps) increases linearly, the cadence decreases exponentially slightly (4% per stack) (it will be compensated in the damage to make it increase linearly), the range increases exponentially (5%) and capped to prevent extreme values, the bullet speed decreases exponentially slightly (3%), the explosion radius increases expontentially slightly (5%, but beginning with no explosion radius at all by 1 stack) and a penetration rating should increase (penetration is a value to increase the efficiency of "larger" weaponry against high armor and shields). Also the size of the bullets need to be scaled and maybe the sound altered.
=> This has the following results: Smaller ships will be able to survive by dodging the shots of much heavier ships as these are slower and harder to hit. Bigger ships will still be able to hit smaller ships (or be stronger overall against them), but huge ships won't hit tiny ships so they will need to rely on other weaponry like own interceptors, turrets or support from escorts. The penetration value will face a armor/shield value. A huge cannon should cause full damage on a ship of the same size and appropriate defenses, while a smaller cannon should cause reduced damage to them.
- The altering of weapon statistics is a good idea, however I would recommend to leave that part away. It makes the game too mathematical (this kind of math needs to be hidden ingame!). I think with the alterations above this part gets obsolete. However, if you want to keep this at all costs, alter it to have like bars of 5 chunks to each attribute (speed, damage, cadence, range), so you don't adjust it from 25% to 37%, you rather adjust it from 3 to 5 chunks. At the end the relations inbetween are calculated, don't restrict the settings to be capped at x points (now it's 100%). If there is a distribution of 3/5, 2/5, 0/5, 0/5, it means 60%, 40%, 0%, 0%.
- The AI needs improvement, that's clear anyways. However, if you buy a ship from a blueprint, its settings regarding AI and controlbar (0-9) should also be saved and auto-activated. If there are turrets, don't force the player to activate the AI for each of them. If there are ships docking, make it possible to use them as interceptors, if the AI has been set so. The more interesting part will be the re-docking of those, this should also be automated. Use the controlbar to undock interceptors or to redock. Give the undock a cooldown of like 20-30 seconds, and allow the redock to be a beam (on left click) which redocks the hit interceptor if it is assigned to the carrier. Its docking slot needs to be reserved for that time, so nothing else can dock there as long as its alive.
- The price increase of items to a higher quality has to increase more than its utility. Meaning, while the efficiency of an item increases by 40%, the price should increase by 100%. Also, the basic item should not get rendered as worse in every aspect, there should still be a small advantage in having them built in except the lower price. Make worse hulls for example have much less weight.
Items and blocks, positioning, battles
- Energy generators have a really good formula. However, if you use the same amount of generators 1-stacked each instead of stacked together in the appropriate pattern, they are more efficient, but do not even need more place or do not even interfere with the stacking of other parts (you can fill the holes with shields which need no coherence). Adjust the formula, so that they are less efficient if not stacked together and more efficient if you stack them correctly together. Maybe think about making energy "using up" the cuboid they are occupying with their dimensions, so that more generators will generate much less energy (but still some). => This will kind of transform inner space, which should (but does not have to) be surrounded (more to that later) by hull pieces, directly into energy. Additional separate generators should not generate additional energy in that cuboid area. This will allow a mechanism to limit the number of inner parts of a ship.
The optimum is, as of it now, to fill the ship with as much stuff like shields, energy, weapons to maximize the efficiency - remember, "potential" in games is easily converted to "necessity", if you CAN do something to improve something, you will HAVE to do it to maximize the utility. This is not a mechanism which is fun, as it forces you to do things only because the game mechanism dictates so. The way with the energy generators would rather allow the player to focus on decisions about how to adjust the ratios of things. So you can build a well balanced ship, a devastating weapon platform or a sturdy bulwark or anything inbetween. Also you can leave free space in the interior of your ship to walk around without having the thought of inefficiency!
Battles should not only be about destroying the ship core. One should always seek to weaken the enemy and dismantle him from his ship parts. Fights between small ships (length ~5-10 blocks) should not take much time... maybe like 0-2 minutes, depending on the skill of the pilots. Fights between medium ships (length of 15-25 blocks) should take some more time, like 2-6 minutes. Fights between heavy ships (length 30-50 blocks) should take like 4-10 minutes. Anyways... it's not about the time by itself, it's more about the epicness of the fights. The larger the ship, the sturdier it should be, especially without shields! While the fight beginnst, the shields are the first line of defense. After that, the armor should get damaged, but not simply destroyed (like one-shotted nowadays), it should use armorpoints/hitpoints up! As soon as the hitpoints fall to zero, the blocks itself will be vulnerable and can be destroyed (hint: think about a function to rebuild ships with repair tools or via a repair pod on a station or just simply by a shop) (all hull blocks get also destroyed... fire and explosions everywhere on the outsides!). Blocks which are destroyed will get kind of almost transparent (by having holes) and they ignore collision and everything can shoot through them. This should let ship parts look like wrecks.
- The hull: It is also a thing you can and should spam if you feel like having space left over in the inner space and want to reinforce your core. The hull should mostly rather be only at the outside of a ship. To accomplish this, the solution might be the following: Everything which is inside of the outer hull parts (and themselves too) will add hitpoints. To program it, this might be the needed hint: Every block which is surrounded by at least 4 (Not more or less! This is for ship designing purposes! 5 could also be acceptable, it just needs to be checked if that can be exploited.) hull blocks will add to hitpoints. As the size of ships increase with 3 dimension values, the hitpoints would also increase exponentially. There would also be a problem with cube shaped ships as those would have the most armor this way. I think it is ok to let hitpoints scale that way and cube ships might have disadventages too. Damaged hull should be repairable, and it should not regenerate automatically. Maybe make repair drones possible to fix that... or shop function to repair, or station repair pods.
- Also: Damage on non-hull parts should be increased, and damage on normal (non-hardened) hull should be slightly increased. This could also be applied for shields, making them having more "efford" absorbing damage from weakspots.
- Inner Parts: As soon as shields and armor are down, inner blocks of the ships are vulnerable. Each stack of something should have its own hitpoints together based on their amount. The overall block number of the ship except hulls could also modify the stability of those parts, making heavy ships still sturdy, while small ships will not suffer for long. As it is now, every block is kind of one-shot... that is so wrong! If a block with stacks gets destroyed, all of the other stack parts should also be destroyed together. These could also cause explosions which could cause chain reactions (which mostly just damage other blocks a bit).
- Shields scale quite well. However, together with the potential changes to energy and its limitations, they might need some adjustments in the formula. Keep the exponential part however, it is quite clever. Also the energy usage should be more like a permanent drain in form of reducing the maximum power capacity, or, which might be better, absorbing damage drains shield points and energy aswell, making too many shield generators obsolete. Anyways, there needs to be a restriction to prevent players to spam their remaining interiors with shield generators!
- Power storage is a good way to enhance the power potential in particular. It should also be one of the decisions to make, so I would suggest to do the following: They increase energy capacity lineary, giving absolute storage per piece. However, they reduce energy regeneration by an absolute slight amount each. Maybe combine it with stacking it together for more effect and less regeneration drain, but with no special position requirements.
- Engines need some rework. As for now, it seems like the ship core is the center of movement upon turning the ship. This should be changed (I don't know exactly how). Also, which can be easily fixed: Engines should have the need to have empty space on their output. In the line they are outputting, there must not be any block! Stacking them in a line is fine, but the output needs to be free of hull or the whole line would be "blocked" by a hull part. Other items could get allowed, which are not hull blocks or utility blocks like generators, shield generators, weaponry, etc (so one can place lava blocks there for design purposes, but no "combat relevant" items). This will make engines a vulnerable soft-spot for ships and guarantees their position at the back of the ship... and not in the interns somewhere. (Another option is to count the amount of together stacked engines and count the amount of "outputting" engines. Each outputting engine could handle some "intern" engines, which makes them work. This would have to increase with engine size to allow multiple layers of engines on big ones.)
- Armor stabilizers: This is actually a block which could be quite a good fit to the armor idea. It increases armor by a linear amount, but reduces energy capacity, but slightly less than shields. Also they give way more durability overall than shields. Maybe they could also regenerate armor slowly. Also they could increase the defense they grant versus penetration slightly.
=> This would allow very sturdy tank ships to withstand great siege and havoc for a long time or just prepare for bad cases.
- Speed: The speed should vary between ships, depending on their mass and engines. This could also use a exponential formula and an absolute amount to limit extreme speeds.
- Escape: There needs to be some sort of escape possibility, which is independant from regular speed. Maybe some sort of charged teleportation or lighting speed to home coordinates. It could also cost some sort of reagents. I have no clue (yet), however, pirates following me forever until it is 30 of them is not really fun. Escaping mechanisms may not be used offensively however! Also they need to be surpressed somehow, but not totally prevented. Complicated theme.
- Death: While shields and armor are down, there should be a third lifebar, "structure points". Dealing damage to ship parts will decrease it, dealing damage directly to the core will deal extra damage to it. The structure points should be in relation to the amount of total ship blocks. Death should occour as soon as the bar hits zero, which could be achieved if like ~30-50% of the ship has been destroyed (if not fired on the ship core itself).
- Money system: The money system needs a clear rework. Having bigger and bigger ships should be an achievement. One should progressively be able to do harder things with more credits, and farming rocks, meteorites, planets, looting stations, killing pirates should be in a more appropriate relation. If you kill a pirate now, and he drops loot, you become very rich in no time. Also there need to be more pirates (but it is a very good idea to use blueprints for that, however, only allow selected blueprints to spawn them by standard) (but I assume this is clear anyways). Their loot should be much less, at least only a few variety of items, or else the inventory is full in one second. Their wreck should be salvagable, but it should not give too much money.
- Turrets: Some more things regarding turrets... it could also be interesting if you could connect the main ship weapon system with the weapons of a turret. This could allow less mobile ships to have rotating cannons. Also, stop own shots from own ship blocks, guns need to be at the outside of a ship and cannot fire from the inside out. This should cause Line of Sight or Line of Fire for guns.
- Movement: Movement of ships depends on engines. If engines are on the back, the movement is the best if moving forward. Moving backwards or sideways should progress very slow. Introducing stabilizators could be ideal for that, allowing better maneuverability and untypical movement (strafe down/up/left/right).
So... that's it. I sat quite long here to type all ideas here. I am aware some of these things might have been already posted, but I just wanted to post all as a whole coherent bundle. However, I am sure, the game depth and fun factor would increase enourmously. I would really want it to get to a level, where it can achieve success similar to Minecraft.
Greetings,
Battle
===> Before I start, a shorter summary of the ideas is some posts below!
I started to play this game since several days, and I was really impressed about its potential. I also like Minecraft, building stuff in general, combining design and function to seek perfection in my creations.
Anyways, as this game is full of potential for creativity, action and wars, I would like to contribute by giving some suggestions about the already existings items and blocks.
I also want to remark, I damnly admire the bold use of exponentials in the formulas, which is, in my opinion, a too rarely used key to improve a high amount of games. Let me start. (Any numbers are fictional numbers to represent relation inbetween, and not actual values from the game content itself.)
Design of ship sizes, damage and durability
In this case, it is important to give all ships of every size functions and not leave them simply outclassed by bigger ships. These factors are to be considered in this case: Invested credits into the ship, size, speed, damage output, armor.
- Anti Matter Cannoncs should be reworked: There should be reasons to have both, cannons with smaller stack amount and cannons with higher stack amout (stack => if mulitple cannons are connected, this is the number of those cannons). Increasing the stack amount should cause the following: The damage per second (dps) increases linearly, the cadence decreases exponentially slightly (4% per stack) (it will be compensated in the damage to make it increase linearly), the range increases exponentially (5%) and capped to prevent extreme values, the bullet speed decreases exponentially slightly (3%), the explosion radius increases expontentially slightly (5%, but beginning with no explosion radius at all by 1 stack) and a penetration rating should increase (penetration is a value to increase the efficiency of "larger" weaponry against high armor and shields). Also the size of the bullets need to be scaled and maybe the sound altered.
=> This has the following results: Smaller ships will be able to survive by dodging the shots of much heavier ships as these are slower and harder to hit. Bigger ships will still be able to hit smaller ships (or be stronger overall against them), but huge ships won't hit tiny ships so they will need to rely on other weaponry like own interceptors, turrets or support from escorts. The penetration value will face a armor/shield value. A huge cannon should cause full damage on a ship of the same size and appropriate defenses, while a smaller cannon should cause reduced damage to them.
- The altering of weapon statistics is a good idea, however I would recommend to leave that part away. It makes the game too mathematical (this kind of math needs to be hidden ingame!). I think with the alterations above this part gets obsolete. However, if you want to keep this at all costs, alter it to have like bars of 5 chunks to each attribute (speed, damage, cadence, range), so you don't adjust it from 25% to 37%, you rather adjust it from 3 to 5 chunks. At the end the relations inbetween are calculated, don't restrict the settings to be capped at x points (now it's 100%). If there is a distribution of 3/5, 2/5, 0/5, 0/5, it means 60%, 40%, 0%, 0%.
- The AI needs improvement, that's clear anyways. However, if you buy a ship from a blueprint, its settings regarding AI and controlbar (0-9) should also be saved and auto-activated. If there are turrets, don't force the player to activate the AI for each of them. If there are ships docking, make it possible to use them as interceptors, if the AI has been set so. The more interesting part will be the re-docking of those, this should also be automated. Use the controlbar to undock interceptors or to redock. Give the undock a cooldown of like 20-30 seconds, and allow the redock to be a beam (on left click) which redocks the hit interceptor if it is assigned to the carrier. Its docking slot needs to be reserved for that time, so nothing else can dock there as long as its alive.
- The price increase of items to a higher quality has to increase more than its utility. Meaning, while the efficiency of an item increases by 40%, the price should increase by 100%. Also, the basic item should not get rendered as worse in every aspect, there should still be a small advantage in having them built in except the lower price. Make worse hulls for example have much less weight.
Items and blocks, positioning, battles
- Energy generators have a really good formula. However, if you use the same amount of generators 1-stacked each instead of stacked together in the appropriate pattern, they are more efficient, but do not even need more place or do not even interfere with the stacking of other parts (you can fill the holes with shields which need no coherence). Adjust the formula, so that they are less efficient if not stacked together and more efficient if you stack them correctly together. Maybe think about making energy "using up" the cuboid they are occupying with their dimensions, so that more generators will generate much less energy (but still some). => This will kind of transform inner space, which should (but does not have to) be surrounded (more to that later) by hull pieces, directly into energy. Additional separate generators should not generate additional energy in that cuboid area. This will allow a mechanism to limit the number of inner parts of a ship.
The optimum is, as of it now, to fill the ship with as much stuff like shields, energy, weapons to maximize the efficiency - remember, "potential" in games is easily converted to "necessity", if you CAN do something to improve something, you will HAVE to do it to maximize the utility. This is not a mechanism which is fun, as it forces you to do things only because the game mechanism dictates so. The way with the energy generators would rather allow the player to focus on decisions about how to adjust the ratios of things. So you can build a well balanced ship, a devastating weapon platform or a sturdy bulwark or anything inbetween. Also you can leave free space in the interior of your ship to walk around without having the thought of inefficiency!
Battles should not only be about destroying the ship core. One should always seek to weaken the enemy and dismantle him from his ship parts. Fights between small ships (length ~5-10 blocks) should not take much time... maybe like 0-2 minutes, depending on the skill of the pilots. Fights between medium ships (length of 15-25 blocks) should take some more time, like 2-6 minutes. Fights between heavy ships (length 30-50 blocks) should take like 4-10 minutes. Anyways... it's not about the time by itself, it's more about the epicness of the fights. The larger the ship, the sturdier it should be, especially without shields! While the fight beginnst, the shields are the first line of defense. After that, the armor should get damaged, but not simply destroyed (like one-shotted nowadays), it should use armorpoints/hitpoints up! As soon as the hitpoints fall to zero, the blocks itself will be vulnerable and can be destroyed (hint: think about a function to rebuild ships with repair tools or via a repair pod on a station or just simply by a shop) (all hull blocks get also destroyed... fire and explosions everywhere on the outsides!). Blocks which are destroyed will get kind of almost transparent (by having holes) and they ignore collision and everything can shoot through them. This should let ship parts look like wrecks.
- The hull: It is also a thing you can and should spam if you feel like having space left over in the inner space and want to reinforce your core. The hull should mostly rather be only at the outside of a ship. To accomplish this, the solution might be the following: Everything which is inside of the outer hull parts (and themselves too) will add hitpoints. To program it, this might be the needed hint: Every block which is surrounded by at least 4 (Not more or less! This is for ship designing purposes! 5 could also be acceptable, it just needs to be checked if that can be exploited.) hull blocks will add to hitpoints. As the size of ships increase with 3 dimension values, the hitpoints would also increase exponentially. There would also be a problem with cube shaped ships as those would have the most armor this way. I think it is ok to let hitpoints scale that way and cube ships might have disadventages too. Damaged hull should be repairable, and it should not regenerate automatically. Maybe make repair drones possible to fix that... or shop function to repair, or station repair pods.
- Also: Damage on non-hull parts should be increased, and damage on normal (non-hardened) hull should be slightly increased. This could also be applied for shields, making them having more "efford" absorbing damage from weakspots.
- Inner Parts: As soon as shields and armor are down, inner blocks of the ships are vulnerable. Each stack of something should have its own hitpoints together based on their amount. The overall block number of the ship except hulls could also modify the stability of those parts, making heavy ships still sturdy, while small ships will not suffer for long. As it is now, every block is kind of one-shot... that is so wrong! If a block with stacks gets destroyed, all of the other stack parts should also be destroyed together. These could also cause explosions which could cause chain reactions (which mostly just damage other blocks a bit).
- Shields scale quite well. However, together with the potential changes to energy and its limitations, they might need some adjustments in the formula. Keep the exponential part however, it is quite clever. Also the energy usage should be more like a permanent drain in form of reducing the maximum power capacity, or, which might be better, absorbing damage drains shield points and energy aswell, making too many shield generators obsolete. Anyways, there needs to be a restriction to prevent players to spam their remaining interiors with shield generators!
- Power storage is a good way to enhance the power potential in particular. It should also be one of the decisions to make, so I would suggest to do the following: They increase energy capacity lineary, giving absolute storage per piece. However, they reduce energy regeneration by an absolute slight amount each. Maybe combine it with stacking it together for more effect and less regeneration drain, but with no special position requirements.
- Engines need some rework. As for now, it seems like the ship core is the center of movement upon turning the ship. This should be changed (I don't know exactly how). Also, which can be easily fixed: Engines should have the need to have empty space on their output. In the line they are outputting, there must not be any block! Stacking them in a line is fine, but the output needs to be free of hull or the whole line would be "blocked" by a hull part. Other items could get allowed, which are not hull blocks or utility blocks like generators, shield generators, weaponry, etc (so one can place lava blocks there for design purposes, but no "combat relevant" items). This will make engines a vulnerable soft-spot for ships and guarantees their position at the back of the ship... and not in the interns somewhere. (Another option is to count the amount of together stacked engines and count the amount of "outputting" engines. Each outputting engine could handle some "intern" engines, which makes them work. This would have to increase with engine size to allow multiple layers of engines on big ones.)
- Armor stabilizers: This is actually a block which could be quite a good fit to the armor idea. It increases armor by a linear amount, but reduces energy capacity, but slightly less than shields. Also they give way more durability overall than shields. Maybe they could also regenerate armor slowly. Also they could increase the defense they grant versus penetration slightly.
=> This would allow very sturdy tank ships to withstand great siege and havoc for a long time or just prepare for bad cases.
- Speed: The speed should vary between ships, depending on their mass and engines. This could also use a exponential formula and an absolute amount to limit extreme speeds.
- Escape: There needs to be some sort of escape possibility, which is independant from regular speed. Maybe some sort of charged teleportation or lighting speed to home coordinates. It could also cost some sort of reagents. I have no clue (yet), however, pirates following me forever until it is 30 of them is not really fun. Escaping mechanisms may not be used offensively however! Also they need to be surpressed somehow, but not totally prevented. Complicated theme.
- Death: While shields and armor are down, there should be a third lifebar, "structure points". Dealing damage to ship parts will decrease it, dealing damage directly to the core will deal extra damage to it. The structure points should be in relation to the amount of total ship blocks. Death should occour as soon as the bar hits zero, which could be achieved if like ~30-50% of the ship has been destroyed (if not fired on the ship core itself).
- Money system: The money system needs a clear rework. Having bigger and bigger ships should be an achievement. One should progressively be able to do harder things with more credits, and farming rocks, meteorites, planets, looting stations, killing pirates should be in a more appropriate relation. If you kill a pirate now, and he drops loot, you become very rich in no time. Also there need to be more pirates (but it is a very good idea to use blueprints for that, however, only allow selected blueprints to spawn them by standard) (but I assume this is clear anyways). Their loot should be much less, at least only a few variety of items, or else the inventory is full in one second. Their wreck should be salvagable, but it should not give too much money.
- Turrets: Some more things regarding turrets... it could also be interesting if you could connect the main ship weapon system with the weapons of a turret. This could allow less mobile ships to have rotating cannons. Also, stop own shots from own ship blocks, guns need to be at the outside of a ship and cannot fire from the inside out. This should cause Line of Sight or Line of Fire for guns.
- Movement: Movement of ships depends on engines. If engines are on the back, the movement is the best if moving forward. Moving backwards or sideways should progress very slow. Introducing stabilizators could be ideal for that, allowing better maneuverability and untypical movement (strafe down/up/left/right).
So... that's it. I sat quite long here to type all ideas here. I am aware some of these things might have been already posted, but I just wanted to post all as a whole coherent bundle. However, I am sure, the game depth and fun factor would increase enourmously. I would really want it to get to a level, where it can achieve success similar to Minecraft.
Greetings,
Battle