Forums » Suggestions

character development

May 23, 2005 shamshudoa link
hi i only try this game for 8 hr & only manage to get to 1/1.

i love the idea we lost everything when die and have to buy everything back.

i also like the concept of we can get our hand to almost every ship & equipment in this game. to me, the reason most mmorpg fail to grow is because of new player can't compete when many rare equipment ingame hold by old player.

however, i think there should be character development in some ways to differenciate build between player. this way we can be specialized in fighter, bomber & transport but still able to fly other ships.

My suggestion is every time we get our license we are given 5 stat or attribute point. this point we can assign ourselves to make us better pilot in which type of ship we prefer

eg: each point assign will improve 0.1% with cap 100 point for any attribute.

a) aiming
1- light weapon
2- heavy weapon

b) flying
1- dodging light weapon
2- dodging missile
3- increase speed

c) engineering
1- reduce firing heat
2- prolonge turbo
3- improve batteries effect
4- improve repair module

i know this no mean much for pro but you have to understand this will make ppl love their character more & try to make best build.
this also motivate player to gain more licence.
May 23, 2005 pirate_n00b link
I would really like it if they scratched off XP and all you had to do was do certain things before you are awarded a license. Like kill 25 bots to get lvl 1 liscense 50 for lvl 2 100 for lvl 3 and so on. But noone cares about what i have to say *sniff* *sniff*
May 24, 2005 Phaserlight link
Nice post, shamshudoa. That is a very good idea, and well thought out.

[stamp of approval]
May 25, 2005 Snax_28 link
Ok this is an excellent idea. I love it. It would solve the problem (if one thinks it is) of pro's creating alts that are low levels but terrific pilots (which in an RP'ing sense, doesn't make much sense).

The only thing that I don't like about it is the fact that, just like the system we have right now, players will inevitably become maxed out in every category. It would be interesting if, like the proposed faction system, it isn't possible to become maxed out in every catagory. It makes sense. If one was to spend all their time learning how to become a great fighter, then their engineering skills will inevitably decline with disuse. And vice versa.

It would allow people to specialize in ways that just are not possible right now. Killers could be killers, but not uber traders at the same time, because... people could become uber pirates, who would have not much problem catching anyone but those who have uber turbo. But an uber pirate would have to have a mix of engineering and fighting, so they would be somewhat lacking in ability to fight an uber killer.

Also, it would be interesting to see something for the traders akin to some people's real world ability to pack an unbelievable amount of cargo into a very small space. For instance, I can mamange to get a chair, a few boxes, and maybe a cat or two into the back of my girlfriend's Dad's minivan. But old dad! He can get our entire apartment into that van!

Anyway, great idea Shamshudoa. It would be a very nice compliment to the faction system if they ever do fix it.

Edit: One other thing. It would be good if any attribute points were only available to be used in the catagories pertaining to the license that was achieved. For instance, points from a light weapons license could only go to piloting and aiming. Trading points could only go to engineering and trading. Mining only for engineering and mining, etc, etc....
May 26, 2005 Person link
Hmm, I dislike the idea of having to lose something to gain somethig, even if it is more realistic.

And Shamshudoa, I hate to brake it to you, but you could only get almost all the ships in the game because you can only see ships and weapons one level above you. There are ships all the way up to 9 levels of combat, and weapons up to what, 7? And yes, these ships and weapons are much more specialized, but as for your gain some lose others comment, a character can currently obtain all at the same time.

Sign up for the game for a month, see how you like it, and take my word for it: it's totally worth it.

Well, hope to see you around,
Calder
May 26, 2005 xava link
personly i don't like the idea to much, i've allways thought of the pvp aspect of this game to be very skill based(witch is probably why i die so much :) ) and this whould make it inposable to take out the higher level players(with any ammont of reliability anyway).

i just reaily don't think pvp should be turned into forcing people to bot all the time insted of actuly inproving your skills as a pilot.
May 26, 2005 Lord Q link
am i the only one who sees the onvious problem with this?

while it is a good idea it fails to account for how these things are inpruved. Because this game doesn't have any "virtual dice" you can't just give a +1 to dodging light weapons.

VO is (as far as i know) unikue in that it is an MMORPG without dice. everything is based on your skill. Although, that on some levels hinders the character develompment aspect, it is i think one of the better features of VO. this sugestion however is incompatable with that aspect.
May 26, 2005 Harry Seldon link
Q, you missed his point. In terms of character development, he says you, as a pilot, should gradually increase in skill at doing certain tasks. In terms of "dodging", that could be an increase in your ability to control your ship through a high-gee strafing maneuver.

While this system would make it more difficult to take out higher level players, I think that if it was designed correctly, while higher levels would inherently gain an advantage, they would also not gain so much of an advantage that killing people higher than you becomes impossible.
May 27, 2005 Demonen link
I really like this idea.
Let me just steal some lines from the original post and comment on them:

a) aiming

1- light weapon
2- heavy weapon
Weapons spread less when fired and/or go further and/or do more damage (for both)
"Pilot learns how to tune the weapons control system to his/her specific style of fighting"

b) flying
1- dodging
strafe speed increases
"Pilot learns how to tune the engine and use it's capacity to the max"

2- dodging missile
x% chance of missile loosing lock, where x = level, max 80%?
That's a bit über, but who's gonna be level 80 in the current system? Some immune missiles?
"Pilot learns how to fly in ways that hides radar and heat signature from missiles"

3- increase speed
err... increased speed?
"Pilot learns how to tune the engine and use it's capacity to the max"

c) engineering
1- reduce firing heat (energy use?)
2- prolonge turbo
3- improve batteries effect
4- improve repair module

There is no firing heat. Switch that with energy use.
"Pilot learns how to tune the components of the ship to his/her flying style and learns the best angles for flight and repair to increase their efectiveness"

I belive all of theese are not only implementable in a twitch-based system, but also defendable "in-character" without imposing strange "That's just the way it is" game laws.

I've not been issued an approval stamp so I'll just scribble it on with my pencil.

ahiuwid!

(ok, my handwriting is hard to read, so issue me a stamp allready!)
Jun 02, 2005 shamshudoa link
thanx guys for your support! any response from red poster?
Jun 02, 2005 Harry Seldon link
Heh, hardly ever. The devs generally read these, but rarely comment.
Jun 03, 2005 Lord Q link
i understood the point, my counter point is that just because it makes sence for your character to be getting better as he levels up, doesn't mean high level characters should get benafits.

the way i interpret the level system it doesn't represent your skill, it represents the government issued lisences you posses. you don't have to be getting better at flying to get a lisence upgrade you just have to meet the requinments and fill out the form.

i prefer the way it is now, because no matter what level a character is, he is still only as good as the player controling him. feal free to disagree with me on this, in fact i'd be suprised if everyone were on my side, but still, i have to say

[stamp of denial]

and i will now preemptivly stamp anyone who argues that i don't have access to stamp technology

[stamp of denial]
Jun 03, 2005 Harry Seldon link
psst! It's a counterfeit!

I dunno if this is something that we should really be dealing with right now anyways. There's plenty of other things to worry about. However, I think that we'll probably be sticking with the current skill based system, which I think is just fine. It takes effort to get good at, but once you do, the game becomes much more fun. What we really need, is more players so that less experienced players have a way of winning against players without having to get pwn3d by older players many times before they finally figure combat out.
Jun 03, 2005 shamshudoa link
actually i also agree with what Lord Q say. But i think the game just don't have "it". This game need something. It not just me. I have introduce this game to 3 other guys. These guy plays WingCommander series, privateer, rouge squadron, starlancer & freelancer with me. All of them uninamously say it is too simple, ugly & not motivated them level up. worse, they do not fell the urge to fly any of the available ship.

This is mmorpg, it is one way to get more player. I feel that the reason to make ppl play mmorpg. to be unique from other player. Human has limitations. it would be nice to have some tool to improve ourself.
Jun 03, 2005 Snax_28 link
I disagree completely that this suggestion would remove the aspect of the game that revolves around levels not necisarilty (ouch) being a representation of ones skill. For instance, just because a player focuses upon piloting compared to trading, in no way means he is going to be an amazing pilot when faced with one of similiar levels. It would be a system that would have more rewards/payoffs for time spent practicing.

Put it this way. I think it is hard to see the benefits of this idea when viewed purely from a pvp fighting perspective.

So lets look at it from a trader's perspective. Right now, I can spend all my time fighting, and then when I feel like making some money, I can go out and make just as much money, just as quickly as any trader. So said trader has no reward for devoting all of his or her game time to trading (other than the fact that they simply like it). And before any traders get all huffy, yes, there is skill involved in trading. But I think that most of this comes from knowledge obtained and compiled, knowledge that can be used (or stolen) by others.

Regardless though, I think that the best method, and probably the most likely, given the fact that to implement something like this would be an enormous task, would be to take the basic idea of this and replace human traits (improved reflexes, etc) with available equipment addons. Basically the crafting system that everyone is fiending for.
Jun 03, 2005 F-3000 link
Shame on me I didnt read the whole thread, but I wanted to post this before it escapes mind...

I think that the XP gaining should be more wide, for example when I kill Serco trader, I could also get - let's say - 5 points for combat piloting.

Also, the original idea sounds good.
Jun 03, 2005 LeberMac link
I agree with G.... er, Snax_28.

The reason that I like this game is because it relies on the actual skills of the HUMAN BEING at the other side of the internet connection. So, instead of how good you are being based more or less on how many hours you have played (like MOST RPG's), how good you are is based on... how good YOU are. That is far more desirable.

If some skilless hack can spend every waking hour in Vendetta gathering goodies and powerups that make him Invincible to other pilots, then I will like this game a lot less.

If the devs DO feel the need to make RPG-type awards for levels and such, I like Snax_28's idea of only being able to specialize in a set area - fighting, mining, trading, espionage, etc. It just makes sense. I mean, I may be good at trading in the game but I can't figure out how to fight. Once you reach a certain level (4 seems appropriate), you can specialize down a path if you want, or remain a non-specialized player.