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I'm curious what the developers plans are moving forward with regards to capship gameplay. @incarnate, is there a direction you'd like to take? *asking for a friend
Yes, there is definitely a direction, and a lot of specific goals.
But, keep in mind, that my approach is different. I'm not asking "how can I expand capship gameplay?", instead I'm starting with a much broader "I'm going to re-work and drastically expand the universe, from standpoints of physical layout, economics, conquerable content, and other areas.. how will capital ships best fit into that?"
The answer to that is a bit more involved than I can really go into, particularly on a release night, but capships will likely be impacted in many ways, including:
- Expanded capacity of capship cargo holds will become more relevant in the expanded economy and station construction.
- Heavier capship-scale weaponry is likely to appear, to aid in assault of player-owned stations and other capships.
- Capships may also become more vulnerable in certain ways, such as "boarding parties" and the ability to take a capship as a Prize, instead of simply destroying it.
- The meaning and value of shields may evolve to include beneficial protection from galactic hazards that do not currently exist in the game (corrosive fogs, gamma and x-ray radiation, etc).
- Larger instruments for exploration of the expanded galaxy may require capships.
Etc Etc.
Capital ships will be fairly closely tied into some areas of "endgame" gameplay.
However, all that being said, I still don't want to create such overwhelming advantages to capships that it makes for a starkly defined distinction between "haves" and "have-nots" in the game. Player coordination in guilds can already create a big advantage, but I'm still a big believer in the solo player (who may not have a capital ship). I certainly don't want to push everyone through the grind of building a capship, and we'll likely balance capship requirements with other ways of doing things. But I do intend to expand the place of capships in the universe, and add value for those who have them.
But, keep in mind, that my approach is different. I'm not asking "how can I expand capship gameplay?", instead I'm starting with a much broader "I'm going to re-work and drastically expand the universe, from standpoints of physical layout, economics, conquerable content, and other areas.. how will capital ships best fit into that?"
The answer to that is a bit more involved than I can really go into, particularly on a release night, but capships will likely be impacted in many ways, including:
- Expanded capacity of capship cargo holds will become more relevant in the expanded economy and station construction.
- Heavier capship-scale weaponry is likely to appear, to aid in assault of player-owned stations and other capships.
- Capships may also become more vulnerable in certain ways, such as "boarding parties" and the ability to take a capship as a Prize, instead of simply destroying it.
- The meaning and value of shields may evolve to include beneficial protection from galactic hazards that do not currently exist in the game (corrosive fogs, gamma and x-ray radiation, etc).
- Larger instruments for exploration of the expanded galaxy may require capships.
Etc Etc.
Capital ships will be fairly closely tied into some areas of "endgame" gameplay.
However, all that being said, I still don't want to create such overwhelming advantages to capships that it makes for a starkly defined distinction between "haves" and "have-nots" in the game. Player coordination in guilds can already create a big advantage, but I'm still a big believer in the solo player (who may not have a capital ship). I certainly don't want to push everyone through the grind of building a capship, and we'll likely balance capship requirements with other ways of doing things. But I do intend to expand the place of capships in the universe, and add value for those who have them.
- Capships may also become more vulnerable in certain ways, such as "boarding parties" and the ability to take a capship as a Prize, instead of simply destroying it.
WoW o.o
WoW o.o
If you let people spend a year building a capital ship, then have it possible to be stolen?
That is downright ridiculous. In fact its likely to make a lot of players quit the game.
You dont put people through that huge build and then take away the permanent ownership? Thats the stupidest idea i ever saw.
You do that, you might as well kiss goodbye to half your players.
That is downright ridiculous. In fact its likely to make a lot of players quit the game.
You dont put people through that huge build and then take away the permanent ownership? Thats the stupidest idea i ever saw.
You do that, you might as well kiss goodbye to half your players.
+1 to Nyscersul
Sometimes i get the impression you want the universe to be trolled by all and sundry... You are specifically making the entire build process a pointoess endeavour. No way is astealable capship acceptable.
You might as well make em a cheap damn purchase if you are gonna do that, no one will bother with a build at all.
I should mention that the other aspects you mention im all in favour of - expanded economics in particular.
You might as well make em a cheap damn purchase if you are gonna do that, no one will bother with a build at all.
I should mention that the other aspects you mention im all in favour of - expanded economics in particular.
"If you let people spend a year building a capital ship, then have it possible to be stolen?"
You make a massive assumption that cap ship building will remain entirely unchanged, and that no other protections will be added. Additionally, why would capturing be worse than having the capship destroyed?
You make a massive assumption that cap ship building will remain entirely unchanged, and that no other protections will be added. Additionally, why would capturing be worse than having the capship destroyed?
Nyscersul, you're being silly. If Inc keeps the long build times and magic insurance, theft of a capship would almost certainly not entail theft of the insurance plan. There might be some kind of cooldown period after your ship is stolen, but then you'd just call your insurance agent and spawn a new one. And since the thief who took your ship doesn't have an insurance plan, you'd then have the joy of destroying (or stealing back) the lost ship and knowing that he won't be able to just respawn it.
And as Whistler said, we don't even know what the process of building / reviving a capship is going to look like yet. It might completely change.
Chill out and stop assuming that Incarnate is a complete moron. He's clearly not, given that he's managed to put together this game we all love so much and has kept it running all this time. Give him some credit.
And as Whistler said, we don't even know what the process of building / reviving a capship is going to look like yet. It might completely change.
Chill out and stop assuming that Incarnate is a complete moron. He's clearly not, given that he's managed to put together this game we all love so much and has kept it running all this time. Give him some credit.
Agrees with pizza :)
Atleast i m happy inc shared his goals with us :)
Atleast i m happy inc shared his goals with us :)
If it doesnt impose a sanction on the owner of the capship then the matter is not as it first appeared(Or, as i first understood it).
Simply put, if the ship is treated, from the original owners perspective, as if it were destroyed as soon as it were captured, then my comments are irrelevant, and unnecesary.
I would urge some limitation in licenses before allowing a player to pilot a stolen ship tho, maybe combat 5 to keep in line with the premium ships.
Simply put, if the ship is treated, from the original owners perspective, as if it were destroyed as soon as it were captured, then my comments are irrelevant, and unnecesary.
I would urge some limitation in licenses before allowing a player to pilot a stolen ship tho, maybe combat 5 to keep in line with the premium ships.
Your lack of knowledge about vo is a amazing considering how much you exploit it. You already can not pilot a capship without combat 5 and an active full sub. The fact that you ASSumed you would permanently lose your capship is the stupidest thing I have ever heard.
then my comments are irrelevant, and unnecesary
Irrelevant, unnecessary, and basically why I'm reluctant to post future design goals anymore.
Unless I have the time to write out a completely all-encompassing design document, someone tends to assume the worst and dial the drama to 11. That's all rather unpleasant, and a waste of my energy.
Irrelevant, unnecessary, and basically why I'm reluctant to post future design goals anymore.
Unless I have the time to write out a completely all-encompassing design document, someone tends to assume the worst and dial the drama to 11. That's all rather unpleasant, and a waste of my energy.
Rather than assuming the worst about planned features, open Suggestions forum topics that discuss ways to make the features the most palatable and useful. That way you can allay your fears in a way that may benefit the game.
Thanks for sharing the ideas inc, love the environment threat.
Will this be a before stream release or after stream release goals?
Will this be a before stream release or after stream release goals?
Thanks for the response Inc. I guess I’m curious to see how capships and lesser ships are intended to intermingle beyond what we have now in combat and trade.
No matter how much time/effort you invest, should you be able to travel all places, free of risk.
If you wish your investment to be safe, then keep it safe. If you take risks with your investments, then accept the resulting consequences of those risks.
Perhaps some people might wish to take great and exciting risks with their capships.
Your capships should be relatively safe, deep in nation space, on the main trade lines, with proper and prudent navigation.
If you wish your investment to be safe, then keep it safe. If you take risks with your investments, then accept the resulting consequences of those risks.
Perhaps some people might wish to take great and exciting risks with their capships.
Your capships should be relatively safe, deep in nation space, on the main trade lines, with proper and prudent navigation.
I kinda like the idea of purchaseable cappies
I apologise for the excessive response, and yes, thanks for sharing the ideas.
wish the stealing part woulda came first so i didn't have to make my own, i could just steal one from time to time and fly it around.
Add that so I can steal goliaths cause i cant be bothered to make one of those.
Add that so I can steal goliaths cause i cant be bothered to make one of those.
Thanks for sharing the ideas incarnate. Love the ideas. Already know mine will be the first stolen... lmao