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Module Ports?
I was just wondering about them.
I was reading up on some things and remembered reading about them back in beta.
Is the idea still in progress or is it soemthign we should just ignore for the current time.
For those of you that are unaware the module ports were meant to allow ships to be customizable and abel to be retrofitted for particular activities.
I personally hope that they will still be implemented.
I was reading up on some things and remembered reading about them back in beta.
Is the idea still in progress or is it soemthign we should just ignore for the current time.
For those of you that are unaware the module ports were meant to allow ships to be customizable and abel to be retrofitted for particular activities.
I personally hope that they will still be implemented.
Oh, you mean the visible gun ports like on the Prom and the Bus? I dunno where those went. Devs?
I think it is still planned, but not as high priority as things like the frigate and discoverable systems.
eh, I think it should probably be pretty high priority. What good is a discoverable system if there's nothing inside the system to discover?
Electronics ports would be a nice way to add random device discoveries.
By picking up scrap metal from various types of ships, you could have a percent chance of extracting viable tech.
This would add SO much to the game. I mean, look at Diablo, the only real fun of that game WAS getting the best items.
It would also let scavenging crews exist, by picking up the scrap metal of fallen fighters, they could start a trade in these items. (Assuming that you let these items be traded)
Perhaps players trading weapons is too much to ask for. But these
kind of things would really add diversity to a game which is, perhaps, too similar in gameplay from one char to the next.
Electronics ports would be a nice way to add random device discoveries.
By picking up scrap metal from various types of ships, you could have a percent chance of extracting viable tech.
This would add SO much to the game. I mean, look at Diablo, the only real fun of that game WAS getting the best items.
It would also let scavenging crews exist, by picking up the scrap metal of fallen fighters, they could start a trade in these items. (Assuming that you let these items be traded)
Perhaps players trading weapons is too much to ask for. But these
kind of things would really add diversity to a game which is, perhaps, too similar in gameplay from one char to the next.
Yeah I would like to hope it is high priority. I mean the frigate should come first since it is already there and it just needs soem tweaking but module ports would add that diversity in ships and would mean less tweaking would need to be done to weapons for the purpose of balance since other things will do the balancing.
I'd like more module ports, but I also want more missions, player controlled cap ships, explorable systems... I'll leave it up to the devs as to what is highest priority.
No I mean the module ports mentioned here:
http://www.vendetta-online.com/h/universe_ships.html
No, no you don't.
The module ports mentioned there are the large weapons ports, small weapons ports and battery slots we all know and love. What you REALLY mean is the electronic module ports that flood the suggestions forum. Without, however, gaining any notice among the developers.
"Thus, the fighter might be temporarily used to haul a little cargo, the transport might be retrofitted as a bomber, and so on."
So they seem to be referring to things such as cargo space as well as weaponry.
Anyway I am sure the devs are aware of the electronic module (just because they don't post doesn't mean they don't read). The thing is how to make them balanced. THings to consder are:
Should they nuke missles?
How much energy should they drain?
Should they have an effect on the players HUD?
Should there be a stun effect?
etc.
The energy drain seems like it could be done but nuking missles and effecting hud will be an issue. If it stuns the person then no one will bother flying big ships since it would only take a flyby to make you deadweight (unless your timing is better). Also if it stuns they why not use ramming techniques as well, I mean considering the enemy isn't moving spamming rockets would work very nicely.
So balance would be an issue sicne if they aren't balanced then people will complain. If they aren't useful people will complain. So the amount of energy drain needs to be considered since too little will make it to spammable. This also gives small ships a much very big advantage over larger ships since they have better manueverability.
So I would rather have my ship adjustabel so that I can turn a Behemoth into a fighting machine or a vulture into a decent cargo transport. The cosmetic effects would be nice as well. I think this would help add variety into the ships that are used.
So they seem to be referring to things such as cargo space as well as weaponry.
Anyway I am sure the devs are aware of the electronic module (just because they don't post doesn't mean they don't read). The thing is how to make them balanced. THings to consder are:
Should they nuke missles?
How much energy should they drain?
Should they have an effect on the players HUD?
Should there be a stun effect?
etc.
The energy drain seems like it could be done but nuking missles and effecting hud will be an issue. If it stuns the person then no one will bother flying big ships since it would only take a flyby to make you deadweight (unless your timing is better). Also if it stuns they why not use ramming techniques as well, I mean considering the enemy isn't moving spamming rockets would work very nicely.
So balance would be an issue sicne if they aren't balanced then people will complain. If they aren't useful people will complain. So the amount of energy drain needs to be considered since too little will make it to spammable. This also gives small ships a much very big advantage over larger ships since they have better manueverability.
So I would rather have my ship adjustabel so that I can turn a Behemoth into a fighting machine or a vulture into a decent cargo transport. The cosmetic effects would be nice as well. I think this would help add variety into the ships that are used.
"...Without, however, gaining any notice among the developers."
It has been suggested several times on their very own message board. They've noticed. They can't possibly go through and answer "yes" or "no" to each and every suggestion and variation on a suggestion. Even if they could, then every "yes" would generate a "when?", and every "no" a "why not?"
It has been suggested several times on their very own message board. They've noticed. They can't possibly go through and answer "yes" or "no" to each and every suggestion and variation on a suggestion. Even if they could, then every "yes" would generate a "when?", and every "no" a "why not?"
Now I recently played a remake of a really old game I played years ago, and would really like to see *special* ports in vendetta.
I would also like a cloaking device.
I would also like pilots having to fly back to stations in escape pods.
I would also like to see tractor beams.
But I also have faith in the devs, I like what they have done so far, and for such a small team, they have done wonders.
I would also like a cloaking device.
I would also like pilots having to fly back to stations in escape pods.
I would also like to see tractor beams.
But I also have faith in the devs, I like what they have done so far, and for such a small team, they have done wonders.
I didn't at all mean to say that these suggestions aren't read, (although reading back, I see that my post does seem to be saying exactly that.) I assume they each read at least one version of each "new" idea.
What I was trying to convey was the feeling I got when comparing the numbers of relevant posts by the players and the relevant comments from the devs. I don't doubt some of these ideas seem as cool to them as they do to some of us, but the lack of any "that's cool" or "too bad we don't have the time" makes it seem as though, in the developers' eyes, it's not that cool after-all.
Daikaze:
I always assumed that was related to the "flexibility" part of the paragraph, but hey, i dunno.
What I was trying to convey was the feeling I got when comparing the numbers of relevant posts by the players and the relevant comments from the devs. I don't doubt some of these ideas seem as cool to them as they do to some of us, but the lack of any "that's cool" or "too bad we don't have the time" makes it seem as though, in the developers' eyes, it's not that cool after-all.
Daikaze:
I always assumed that was related to the "flexibility" part of the paragraph, but hey, i dunno.
I do see what you are saying. There just isn't the time for them to review and respond to all the posts in a timely manner. I'm hopeful that the development wiki will address the issue somewhat, though there should still be plenty of suggestions rolling in.