Forums » Suggestions
Plethora of suggestions.
I've perused the boards, so I hope none of this is too redundant, but forgive me if some of it is.
I'm a spacesim player from the Elite\Frontier school of thought, and have started playing Vendetta simply because I've been in search of a game since Frontier that's as in-depth and detailed.
I think I've finally found it. :) This is by far the best re-envisioning of the Elite-alike gameplay that is so rare. I'm big on content, and a varied experience, so most of these suggestions will stem from that.
1. Shields\shield-damaging weapons.
I realize that the gameplay is heavily geared towards pvp, and fast, brutal pvp at that. However, it may still be worthwhile to consider the fact that adding shields and shield-disabling weapons (ie there are weapons that are better at damaging shields than armor, and vice versa) adds significant depth to loadout choices and the way combat unfolds. Of course, this has the chance of slowing down the pace of combat a tad, but that's more up to the implementation, so I'll leave that to you.
2. Subsystems damage.
Currently, a ship at 100% capacity is just as able, strong, and fast as the same ship at 1% capacity. Abstracting this does make the game more arcade-like, and that may be what you're going for. However, having systems that can take damage and even be destroyed can add tremendous depth to the combat experience - having your radar disabled would be a major problem, as well as perhaps your energy storage. Parallel to this would be weapons that target specific systems.
3. Travel costs.
Currently, there is no cost for travel other than pure time. Having fuel to manage does make the game more difficult, but it adds an element that makes players more aware of where they are and where they are going. The current system really abstracts what sector you are in, because the spacial distance between one and the next is insignificant, since a jump from A-1 to A-12 takes the same time as it does to A-2. Also, running out of fuel mid-flight would introduce another resource to manage, that could perhaps be harvested from nearby rocks.
4. Sounds.
Turbo gives a little boosty sound, but that's about it. The feeling of speed (difficult in space, I know), would be multiplied by the introduction of some screen rumbling, a more badass sound, a blur post-processing effect, or the like. It's always important to make player input have an immediately visceral effect. The current state of thrusting is somewhat lacking in this.
5. More miscellaneous items.
Radar jammers. Auto-pilot computers. Ship info computers. Sentry turrets. All sorts of small, feature-introducing items that would have to be bought or won through missions. In fact, more unique items through mission gain would probably be good as well, come to think of it. At the moment, you can already tell the health of a targetted ship. A computer item that would have to be purchased in order to get that information would add some more depth to the gameplay. More things of that sort.
That's all of the gameplay-related suggestions that would only require some more items and item classes, but add a lot of depth and variety to the gameplay.
Of course, there's all sorts of *big* features that would be nice, such as FS2-scale capital ships, and major things like that. The suggestions above work within the current gameplay framework, however, and merely suggest more itmes for expanded gameplay experiences.
Again, if any of these are redundant or already in the game and I didn't realize it, forgive me.
I'm a spacesim player from the Elite\Frontier school of thought, and have started playing Vendetta simply because I've been in search of a game since Frontier that's as in-depth and detailed.
I think I've finally found it. :) This is by far the best re-envisioning of the Elite-alike gameplay that is so rare. I'm big on content, and a varied experience, so most of these suggestions will stem from that.
1. Shields\shield-damaging weapons.
I realize that the gameplay is heavily geared towards pvp, and fast, brutal pvp at that. However, it may still be worthwhile to consider the fact that adding shields and shield-disabling weapons (ie there are weapons that are better at damaging shields than armor, and vice versa) adds significant depth to loadout choices and the way combat unfolds. Of course, this has the chance of slowing down the pace of combat a tad, but that's more up to the implementation, so I'll leave that to you.
2. Subsystems damage.
Currently, a ship at 100% capacity is just as able, strong, and fast as the same ship at 1% capacity. Abstracting this does make the game more arcade-like, and that may be what you're going for. However, having systems that can take damage and even be destroyed can add tremendous depth to the combat experience - having your radar disabled would be a major problem, as well as perhaps your energy storage. Parallel to this would be weapons that target specific systems.
3. Travel costs.
Currently, there is no cost for travel other than pure time. Having fuel to manage does make the game more difficult, but it adds an element that makes players more aware of where they are and where they are going. The current system really abstracts what sector you are in, because the spacial distance between one and the next is insignificant, since a jump from A-1 to A-12 takes the same time as it does to A-2. Also, running out of fuel mid-flight would introduce another resource to manage, that could perhaps be harvested from nearby rocks.
4. Sounds.
Turbo gives a little boosty sound, but that's about it. The feeling of speed (difficult in space, I know), would be multiplied by the introduction of some screen rumbling, a more badass sound, a blur post-processing effect, or the like. It's always important to make player input have an immediately visceral effect. The current state of thrusting is somewhat lacking in this.
5. More miscellaneous items.
Radar jammers. Auto-pilot computers. Ship info computers. Sentry turrets. All sorts of small, feature-introducing items that would have to be bought or won through missions. In fact, more unique items through mission gain would probably be good as well, come to think of it. At the moment, you can already tell the health of a targetted ship. A computer item that would have to be purchased in order to get that information would add some more depth to the gameplay. More things of that sort.
That's all of the gameplay-related suggestions that would only require some more items and item classes, but add a lot of depth and variety to the gameplay.
Of course, there's all sorts of *big* features that would be nice, such as FS2-scale capital ships, and major things like that. The suggestions above work within the current gameplay framework, however, and merely suggest more itmes for expanded gameplay experiences.
Again, if any of these are redundant or already in the game and I didn't realize it, forgive me.
All are redundant suggestions. Welcome to the land of years and years of suggestions.
Regarding the shields idea - what about having manual shields.
Basically, you have to hold down a button/mousekey to activate the shield. Shields drains battery while activated. You cannot fire any of your weapons while shield is active. You can do nothing but fly your ship (dodge).
Shields are placed in one of the ports (small vs large?) or alternatevely have a special shields port specifically for this.
When shield is hit by opponent's fire, that drains the battery too - the more you are hit the faster the drain - it takes more energy to absorb a hit then to just keep shields up.
There is a slight delay after shield is deactivated before you can activate it again. Different shields types/levels would determine the rate of energy usage, delay time, licence levels and amount of damage the shields absorb.
It would surely add a degree of skill to balance shield usage and attack energy.
ADDENDUM - you can dial up where shields protect ship.
Eg. 100% front 0% back to 100%back and 0% front (you get the idea)
Basically, you have to hold down a button/mousekey to activate the shield. Shields drains battery while activated. You cannot fire any of your weapons while shield is active. You can do nothing but fly your ship (dodge).
Shields are placed in one of the ports (small vs large?) or alternatevely have a special shields port specifically for this.
When shield is hit by opponent's fire, that drains the battery too - the more you are hit the faster the drain - it takes more energy to absorb a hit then to just keep shields up.
There is a slight delay after shield is deactivated before you can activate it again. Different shields types/levels would determine the rate of energy usage, delay time, licence levels and amount of damage the shields absorb.
It would surely add a degree of skill to balance shield usage and attack energy.
ADDENDUM - you can dial up where shields protect ship.
Eg. 100% front 0% back to 100%back and 0% front (you get the idea)
I'm suprised you missed this stickied thread while perusing the boards: "PLEASE READ PRIOR TO POSTING A SUGGESTION"
http://www.vendetta-online.com/x/msgboard/3/7692
http://www.vendetta-online.com/x/msgboard/3/7692
Bummer. Should have looked at stickey. Sorry.
Still a good idea though. :P
Still a good idea though. :P
I'm tellin ya, Whistler you need to have that thing BIGGER and yellow and bold or somethin.
Like this:
Like this:
I think it would need to pulse menacingly.
I really am sorry if I cluttered up the forum. I must have had my caps filter on. :P
Heh. Not to worry. I drop a link to that thread at least once a week. Welcome aboard Jehar.