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#1 most important, descending order from there:
Before anything new gets added, finish what you started:
[#1] Upgrade and finish mission editor and establish rules for accepting submissions and getting them ingame. Allow for specific rules like Nation war missions, Buswar missions, CtF missions, CtC missions, and other complex, long-timeframe missions.
[#2] Finish up the Hive tweaks, balance the spawn rates and whatnot, then let it loose.
[#3] Ship upgrades (Allow Luis to finish upgrading the designs of all the ships he's working on and stations so that everything is similar.) I guess this includes figuring out shields and how those work.
Once they've finished what they started with those three things, then:
[#4] Economy (dynamic prices for everything, including station storage; this would include player- and guild-owned banks with out-of-game management of funds & accounts via some kind of Web API)
[#5] Fix & upgrade standing system (you can choose to be an Ineubis character if you want, fix all faction standing issues)
[#6] Player-owned Tridents, constellations, Teradons, HAC's. Plus larger stations (physically) for these to dock at.
[#7] Comprehensive crafting system, which will eliminate the need for devs to create new weapons, new ships, new engines, etc. Since the players themselves will be creating these things, the developers will involve themselves for approval purposes only.
Before anything new gets added, finish what you started:
[#1] Upgrade and finish mission editor and establish rules for accepting submissions and getting them ingame. Allow for specific rules like Nation war missions, Buswar missions, CtF missions, CtC missions, and other complex, long-timeframe missions.
[#2] Finish up the Hive tweaks, balance the spawn rates and whatnot, then let it loose.
[#3] Ship upgrades (Allow Luis to finish upgrading the designs of all the ships he's working on and stations so that everything is similar.) I guess this includes figuring out shields and how those work.
Once they've finished what they started with those three things, then:
[#4] Economy (dynamic prices for everything, including station storage; this would include player- and guild-owned banks with out-of-game management of funds & accounts via some kind of Web API)
[#5] Fix & upgrade standing system (you can choose to be an Ineubis character if you want, fix all faction standing issues)
[#6] Player-owned Tridents, constellations, Teradons, HAC's. Plus larger stations (physically) for these to dock at.
[#7] Comprehensive crafting system, which will eliminate the need for devs to create new weapons, new ships, new engines, etc. Since the players themselves will be creating these things, the developers will involve themselves for approval purposes only.
I have to agree. And getting some player missions on would be nice too...
[X] some way to profit from combat IN GREY SPACE (preferably pvp based)
moldy, if you haven't noticed many have already left.
and i prefer being able to be novell every month then having dumb cookie cutter items that if you know once that they are the best, they always are the best. Spiceing up items on a monthly base will keep a metagame thrilling. Esecially one that revolves around competition.
and i prefer being able to be novell every month then having dumb cookie cutter items that if you know once that they are the best, they always are the best. Spiceing up items on a monthly base will keep a metagame thrilling. Esecially one that revolves around competition.
bug fixes
just the big ones. lets get everything we've got now working before trying to support new stuff.
just the big ones. lets get everything we've got now working before trying to support new stuff.
Rene, Crafting will solve your concerns. However lots of other things probably need to be done first. Oh well. Check back in 6 months?
[X] Economy System
[X] Crafting
[X] Capital Ships
[X] 'Wingmen' Computer controlled escorts.
[X] Faction System
[X] Crafting
[X] Capital Ships
[X] 'Wingmen' Computer controlled escorts.
[X] Faction System
[x] New ships
[ ] New Weapons
[ ] New Systems
[ ] Crafting #2
[ ] Capital Ships
[ ] Medium Ships (would likely be usable by players)
[x] New Missions
[ ] Game Balance
[x] Economy System #1
[x] 'Wingmen' Computer controlled escorts.
[ ] New Weapons
[ ] New Systems
[ ] Crafting #2
[ ] Capital Ships
[ ] Medium Ships (would likely be usable by players)
[x] New Missions
[ ] Game Balance
[x] Economy System #1
[x] 'Wingmen' Computer controlled escorts.
0 = Highest Priority
[0] Bug Fixes
[1] New ships
[2] New Weapons
[3] Capital Ships
[4] New Missions
[5] Game Balance
[6] Faction System
[7] 'Wingmen' Computer controlled escorts.
VO has been Multiplayer Deathmatch for awhile now.
Its good at it.
All the other stuff is #2.
:P
[0] Bug Fixes
[1] New ships
[2] New Weapons
[3] Capital Ships
[4] New Missions
[5] Game Balance
[6] Faction System
[7] 'Wingmen' Computer controlled escorts.
VO has been Multiplayer Deathmatch for awhile now.
Its good at it.
All the other stuff is #2.
:P
Go play UT2k4, Kix :P
lex,
crafting will only make the cutty cookie cut stuff even worse.
point remains, shake up the balance of the weapons monthly, just change the numbers around and it will automagically make people fly other setups, or at least search for better setups. And that is exactly where most people find pleasure in, in stead of just hopping in their umptieth prom or orion cent...
crafting will only make the cutty cookie cut stuff even worse.
point remains, shake up the balance of the weapons monthly, just change the numbers around and it will automagically make people fly other setups, or at least search for better setups. And that is exactly where most people find pleasure in, in stead of just hopping in their umptieth prom or orion cent...
Nah, crafting would give you umpteen zillion possible weapons and ships and shields and engines and such. The amount of available custom items would eventually outstrip the average player's ability to keep up with them, and you'd find something new in the station's arsenal every time you logged in.
By crafting, I mean: Creating some kind of prototype by balancing features against one another (weight vs. damage vs. speed vs. energy drain) to make a new weapon, then mass-producing that weapon and selling it for a profit (Hopefully). I don't mean "crafting" in the sense of continuously improving a single item that you have, so that your weapon gets progressively more powerful. That's not crafting.
By crafting, I mean: Creating some kind of prototype by balancing features against one another (weight vs. damage vs. speed vs. energy drain) to make a new weapon, then mass-producing that weapon and selling it for a profit (Hopefully). I don't mean "crafting" in the sense of continuously improving a single item that you have, so that your weapon gets progressively more powerful. That's not crafting.
In regards to crafting...
I always pictuerd a bunch of sliders. Each slider would represent something different like damage, speed, efficiency, etc... You have X number of points to work with, so to push one slider really high, the others would have to be lower. It'd be all about balance. It'd be simple to come up with a system to determine the number of points you have to work with (a new license level or something). Different types of items might also require certain amounts of different ores to create.
The trick to fit this in with VO is to make crafting an item incredibly expensive. It wouldn't be practical, UNLESS, you mass produced that item and sold them at a profit. So a million credits to make one single new weapon item would be rediculous, but once you make that first item for a million credits, you should be able to make large amounts of copies at a discount. So each unit made individually might cost a mil, but if you made a thousand, it might only cost 30k per unit. Then you could sell them to other players for 35k per unit and make a profit.
This would prevent people from crafting items just for themselves. They'd have sell it to many players and everyone would share the new technology. The game could even force you to pre-sell the items to other stations or governments to get the lower price. So even if you were rich enough to keep all the items and never sell any, the game wouldn't allow it. If you wanted to buy your own guns, you'd have to buy them at an even higher elevated price, because the stations and governments will be making profit too.
That's at least how I imagine it might work.
I always pictuerd a bunch of sliders. Each slider would represent something different like damage, speed, efficiency, etc... You have X number of points to work with, so to push one slider really high, the others would have to be lower. It'd be all about balance. It'd be simple to come up with a system to determine the number of points you have to work with (a new license level or something). Different types of items might also require certain amounts of different ores to create.
The trick to fit this in with VO is to make crafting an item incredibly expensive. It wouldn't be practical, UNLESS, you mass produced that item and sold them at a profit. So a million credits to make one single new weapon item would be rediculous, but once you make that first item for a million credits, you should be able to make large amounts of copies at a discount. So each unit made individually might cost a mil, but if you made a thousand, it might only cost 30k per unit. Then you could sell them to other players for 35k per unit and make a profit.
This would prevent people from crafting items just for themselves. They'd have sell it to many players and everyone would share the new technology. The game could even force you to pre-sell the items to other stations or governments to get the lower price. So even if you were rich enough to keep all the items and never sell any, the game wouldn't allow it. If you wanted to buy your own guns, you'd have to buy them at an even higher elevated price, because the stations and governments will be making profit too.
That's at least how I imagine it might work.
You and Phaserlight with your sliders...
And, that's almost exactly how I envision crafting, Strat. Except I'd love to see some kind of twitch component go into the making of the prototype, so that you need real-world skill to make really cool items.
And, that's almost exactly how I envision crafting, Strat. Except I'd love to see some kind of twitch component go into the making of the prototype, so that you need real-world skill to make really cool items.
and with those umptien and zillion possibilities you'll always get a couple which will be most favorable. It is an inherent flaw in balancing.
[X] Leebs
[X] Faction System
[ ] not a1k0n
[ ] not a1k0n
[X] STFU and let em get on with it.
[ ]Dont.
[ ]Dont.
[X] Ninny
[ ] Holden
[ ] Holden
woot Sliders! :D
As far as priorities go, Lex's post sums up my own opinion perfectly.
Regarding #1; some sort of developer guidelines, manifesto, or bible would be great for would-be mission-tree architects (e.g. 'use 2nd person present tense for mission text and don't spawn 3 HACs for training' etc. etc.) A PCC forum and peer review system would also be very useful.
[edit: ah, nm I found it]
As far as priorities go, Lex's post sums up my own opinion perfectly.
Regarding #1; some sort of developer guidelines, manifesto, or bible would be great for would-be mission-tree architects (e.g. 'use 2nd person present tense for mission text and don't spawn 3 HACs for training' etc. etc.) A PCC forum and peer review system would also be very useful.
[edit: ah, nm I found it]