Hello Commanders, Crimson here :]
So I will just write some things I would like to see ingame, leave your commants or add anything you want!
1. Bounty Payment Office
Basically a station where you cann accept bounty hunting missions and claim your bounty you archieved while fighting pirates. Good thing about this is, you can claim bounties from every location, which means, you don't have to travel light years back to a sector to claim like 7k cr to finally get ride of the notification i nthe missions menu.
2. Removed max speed.
Please, this only will create discussions about balancing. Remove top speed and replace it with acceleration. If a ship accelerates faster, it will probably be able to chase better or even run away. At some point, noone wants to cross a certain limit because you will tage ages to slow down so we have an imaginary max speed. But I don't think this will be implemented :[
3. Trade finder (MK I - II - III - etc.)
Basically scans the environment for some good trades, depending on which trade finder you have, the range is expanded (20 ly -50ly - 100ly - etc.). Just a nice tool for some traders who are not always willing to ship the same route over and over again.
4. Crimson's weaponary and combat wishes
4.1. First, How about front, back, side, upper and lower armor? Not just a single hull shown in 100% in your HUD, I mean something like this:
You have 100% on every side of your ship (Does not apply to shields). If for example the front has 0%, the front armor is destroyed and the 'core' is unprotected, however, only f rom the front. The 'core' is basically the ship itself ... modules like engines, scanners, generator, Frame shift drive, etc. When you hit the core, your modules will get much damage extremely fast. The 'core' also has a main 'hull' like we have now, basically the Hitpoints of a ship. These should be extremely low because teh core is not a protective part, it needs to BE protected. Several hits will result in death.
This also offers armor penetration weapons to be more viable, for example they may penetrate some kinds of armor and damage some modules or the core itself even though the armor is not fully destroyed, yet. This prevents ships from flying around with 1% health but 100% armor and still be 100% able to fight.
4.2. The EMP Value
So with Energy based weapons, ship should suffer a little bit of 'EMP damage'. Based on how many energy based weapons you have, the enemy ship may become EMPed and is unable to do ANYTHING for a short amount of time. Like 4-10 seconds, depending on the seize of the ship. Bigger ship -> Longer EMPed.
EMP also has a kind of hitpoint. If it hits 0, your ship will get EMPed and has to reload its power. Your EMP regeneration is always the same, special weapons may have higher EMP impact. Just a little addition to the combat system
4.3. Weaponary
My wishlist in weapons:
1. Shockwave generator:
Basically like this shotgun weapon with 3 ammo per clip, just energy based
2. Sniper Rifle
highly precise projectile weapon, high armor peneration, medium damage, low rate of fire, very high projectile speed, medium heat generation. A mixture of cannon and dumbfire missles. A Very fast projectile for good armor damage but almost ineffective against shields.
3. Ion emitter
Does high damage to shields and (if it will be implemented for whatever reason) has a high EMP damage. Does 0 Damage to hull and armor. Drains much power, overheats very fast.
4. Hydrogen Cannon.
A gas cannon that ejects much hydrogen gas in front of you. At first it seems to be harmless but if you shoot and explosion inside the gas cloud, it will result in a giant fireball and deals damage (thermic) to every ship inside it (including your own ship, ofcourse)
5. Tractor Beam
Pretty self explaining. Good for collecting mining objects and to SLOW DOWN SHIPS ._.
6. Harpoon
A Weapon which deals a small amount of damage (repells if shields are still up at the enemy ship) but has the unique ability to keep the enemy ship in your range. YOu basically trap the enemy from escaping. The line may tear apart if the forces acting on it are too large (e.g. boosting in different directions). This will be fun, cathcing pirate fishes!
Press the fire mechanism again to pull the harpoon back and deal a high amount of armor damage (fails if your ship's mass is too low compared to the enemy ship, ship destruction is needed to release the harpoon).
larger versions may deal thermic damage over time as long as they stay 'connected'.
7. Hydra
Shoots many tiny heat seeking missles on your enemy's ship which have a high speed, medium agility (most effective on large ships due to high hitbox!) and medium damage. Deal a huge amount of damage if ALL hit which is unlikely with small ships.
Deal kinectic damage.
Larger versions may be available in thermic and plasma damage types.
8. Bombs
Simply a large bomb shot in front of you (or whereever you want). Press fire mechanism again to detonate. Available in Thermic and kinetic versions.
4.4. Tools (combat)
1. Smoke Bomb
Releases smoke to hide in.
2. Frost bomb
Releases cold gas to get lost in (good for hiding in because the enemy loses the signature of you, however, so do you. Additionally, this won't hide yourself from the enemy's view.
3. Cloaking device
Visually makes you (almost) invisible. Highest effectiveness with shields down and standing still. Cloak breaks upon taking too much thermic damage. You can shoot while you are cloaked, your signature will not be removed, enemy (and turrets just as cardic weapons) can target you.
Constantly drains a small amount of energy and increases heat slightly.
4. The Jammer
Sends out a signal which let's you disappear from the radar for a short time, you won't be able to get targeted by any radar system including weapons and ships.
5. Nav. Jammer
Constantly sends out signals which confuse every radar that is laocted within the effective radius. Targeting may break randomaly if you stay too long inside the radius.
Well that's pretty much my (current) wishlist. Tell me what you think of that, i would be glad to read opinions!
greetings, Crimson :]
So I will just write some things I would like to see ingame, leave your commants or add anything you want!
1. Bounty Payment Office
Basically a station where you cann accept bounty hunting missions and claim your bounty you archieved while fighting pirates. Good thing about this is, you can claim bounties from every location, which means, you don't have to travel light years back to a sector to claim like 7k cr to finally get ride of the notification i nthe missions menu.
2. Removed max speed.
Please, this only will create discussions about balancing. Remove top speed and replace it with acceleration. If a ship accelerates faster, it will probably be able to chase better or even run away. At some point, noone wants to cross a certain limit because you will tage ages to slow down so we have an imaginary max speed. But I don't think this will be implemented :[
3. Trade finder (MK I - II - III - etc.)
Basically scans the environment for some good trades, depending on which trade finder you have, the range is expanded (20 ly -50ly - 100ly - etc.). Just a nice tool for some traders who are not always willing to ship the same route over and over again.
4. Crimson's weaponary and combat wishes
4.1. First, How about front, back, side, upper and lower armor? Not just a single hull shown in 100% in your HUD, I mean something like this:
You have 100% on every side of your ship (Does not apply to shields). If for example the front has 0%, the front armor is destroyed and the 'core' is unprotected, however, only f rom the front. The 'core' is basically the ship itself ... modules like engines, scanners, generator, Frame shift drive, etc. When you hit the core, your modules will get much damage extremely fast. The 'core' also has a main 'hull' like we have now, basically the Hitpoints of a ship. These should be extremely low because teh core is not a protective part, it needs to BE protected. Several hits will result in death.
This also offers armor penetration weapons to be more viable, for example they may penetrate some kinds of armor and damage some modules or the core itself even though the armor is not fully destroyed, yet. This prevents ships from flying around with 1% health but 100% armor and still be 100% able to fight.
4.2. The EMP Value
So with Energy based weapons, ship should suffer a little bit of 'EMP damage'. Based on how many energy based weapons you have, the enemy ship may become EMPed and is unable to do ANYTHING for a short amount of time. Like 4-10 seconds, depending on the seize of the ship. Bigger ship -> Longer EMPed.
EMP also has a kind of hitpoint. If it hits 0, your ship will get EMPed and has to reload its power. Your EMP regeneration is always the same, special weapons may have higher EMP impact. Just a little addition to the combat system
4.3. Weaponary
My wishlist in weapons:
1. Shockwave generator:
Basically like this shotgun weapon with 3 ammo per clip, just energy based
2. Sniper Rifle
highly precise projectile weapon, high armor peneration, medium damage, low rate of fire, very high projectile speed, medium heat generation. A mixture of cannon and dumbfire missles. A Very fast projectile for good armor damage but almost ineffective against shields.
3. Ion emitter
Does high damage to shields and (if it will be implemented for whatever reason) has a high EMP damage. Does 0 Damage to hull and armor. Drains much power, overheats very fast.
4. Hydrogen Cannon.
A gas cannon that ejects much hydrogen gas in front of you. At first it seems to be harmless but if you shoot and explosion inside the gas cloud, it will result in a giant fireball and deals damage (thermic) to every ship inside it (including your own ship, ofcourse)
5. Tractor Beam
Pretty self explaining. Good for collecting mining objects and to SLOW DOWN SHIPS ._.
6. Harpoon
A Weapon which deals a small amount of damage (repells if shields are still up at the enemy ship) but has the unique ability to keep the enemy ship in your range. YOu basically trap the enemy from escaping. The line may tear apart if the forces acting on it are too large (e.g. boosting in different directions). This will be fun, cathcing pirate fishes!
Press the fire mechanism again to pull the harpoon back and deal a high amount of armor damage (fails if your ship's mass is too low compared to the enemy ship, ship destruction is needed to release the harpoon).
larger versions may deal thermic damage over time as long as they stay 'connected'.
7. Hydra
Shoots many tiny heat seeking missles on your enemy's ship which have a high speed, medium agility (most effective on large ships due to high hitbox!) and medium damage. Deal a huge amount of damage if ALL hit which is unlikely with small ships.
Deal kinectic damage.
Larger versions may be available in thermic and plasma damage types.
8. Bombs
Simply a large bomb shot in front of you (or whereever you want). Press fire mechanism again to detonate. Available in Thermic and kinetic versions.
4.4. Tools (combat)
1. Smoke Bomb
Releases smoke to hide in.
2. Frost bomb
Releases cold gas to get lost in (good for hiding in because the enemy loses the signature of you, however, so do you. Additionally, this won't hide yourself from the enemy's view.
3. Cloaking device
Visually makes you (almost) invisible. Highest effectiveness with shields down and standing still. Cloak breaks upon taking too much thermic damage. You can shoot while you are cloaked, your signature will not be removed, enemy (and turrets just as cardic weapons) can target you.
Constantly drains a small amount of energy and increases heat slightly.
4. The Jammer
Sends out a signal which let's you disappear from the radar for a short time, you won't be able to get targeted by any radar system including weapons and ships.
5. Nav. Jammer
Constantly sends out signals which confuse every radar that is laocted within the effective radius. Targeting may break randomaly if you stay too long inside the radius.
Well that's pretty much my (current) wishlist. Tell me what you think of that, i would be glad to read opinions!
greetings, Crimson :]