Forums » Suggestions
Getting rid of the faction hit for killing a bot in unmonitored space might also help ctc participation.
Allowing those who participate somehow to get the cargo would be nice for those of us who are UIT as well.
The weapon for CtC should be purchasable by anyone. However, it needs to be in a ship which has some attribute that needs to be recharged every week. (Recharged = refilled with fresh Vogons or graviton barrier insulation replacement or something).
Actually, this could be several different items that all have this property. This would allow one to make items that are useful to a large population without skewing game balance too much.
CtC participants in the winning nation can get their ship charged at any of their nation's stations. Approximately 1 week after charging, the weapon ceases to work. Back-story: weapon needs to be protected from x using some volatile compound that degrades over time due to the effects of x (gravity) (thus the compound can't be stockpiled). Due to rarity, the station will only re-charge it every 6 days for each ship that player owns.
To implement:
Add new ship attribute: foobar expiration date initialized to player creation date.
On the server side, on firing our (hopefully very nice) weapon, the server checks to see if it has expired for that player, and if it has, does nothing.
For the client side, on firing, the client checks for expiration and if within 1 day of expiration, the client changes the weapon's sound and appearance as a warning to the player. And after expiration, changes it even more indicating that it is no longer functioning at all.
Actually, this could be several different items that all have this property. This would allow one to make items that are useful to a large population without skewing game balance too much.
CtC participants in the winning nation can get their ship charged at any of their nation's stations. Approximately 1 week after charging, the weapon ceases to work. Back-story: weapon needs to be protected from x using some volatile compound that degrades over time due to the effects of x (gravity) (thus the compound can't be stockpiled). Due to rarity, the station will only re-charge it every 6 days for each ship that player owns.
To implement:
Add new ship attribute: foobar expiration date initialized to player creation date.
On the server side, on firing our (hopefully very nice) weapon, the server checks to see if it has expired for that player, and if it has, does nothing.
For the client side, on firing, the client checks for expiration and if within 1 day of expiration, the client changes the weapon's sound and appearance as a warning to the player. And after expiration, changes it even more indicating that it is no longer functioning at all.
Ok, I have tried most flight and space simulators for PC around, I really liked VO above all, and I know that FreeSpace Source Code Project guys wouldn't mind if we borrow some of their good ideas. And I came into Vendetta only a month ago, so still have the view from outside, out-of-box...
Since this thread seems more open, 10 top things from a newcomer:
1) Turrets improvements: stabilized turret, most weapons can fit, I can use my turrets leaving cockpit
2) Convoys formation: No need to big convoys inside nation controlled space. Smaller convoys reunite at border to cross gray space, big convoy do NOT go straight line, instead, visit most stations on each systems. Possibility of joining a convoy as trader, gunner or escort.
3) Economic change: gray areas pays better, sells unique issues.
4) Universe change: more compact one, more like a mess / fishnet than a ring as today. More paths, maybe using (10). Using ascii, today and desired are:
/--\.......... +-+-+
| /+.......... +X|X+
\-+/.......... +-+-+
5) Non-lethal pirates: Scan+Disable Large weapon AND explosive cargo that can be disabled. Killing is optional, but risky. Being disable is much worst than die and respawn immediatly at station. Piracy missions from XX.
6) Death penalty. More far from home you die, longer it takes to respawn. Make animation with death msg cross map slowly... also gives a reason to negotiate with pirates. Relates to (5)
7) Comm: PvP msg pops up as window, over chat, without focus (ie, appears above but does not disturb gameplay)
8) Shields or weaker weapons or stronger armour. Spaceships here die too fast shot from a old player compared to newbie weapons. Maybe smaller variation on weapons' power. Lighter light weapons. The best/strongest light weapon should be similar to weakest heavy one.
9) Guild membership interferes with pplz facction standings.
10) Buildable stations. Requires long-term group effort and lots of goods. Facction/Guild/PPlz owned to be discussed.
and Thanks for making VO multiplataform!!!
Now, almost abusing...
11) hability to diverge power inter-systems. 3 Systems; engines, shields and weapons, only one battery. If with a heavy cell I diverge all to shields, I should become invulnerable to light weapons, but a brick. ** hardest to implement, great results **
12) Build controllable portals. Make one corporation be able to build / operate a portal that leads to empty sectors, at start. Allows a for of ARENA for events, unreachable for pirates
Since this thread seems more open, 10 top things from a newcomer:
1) Turrets improvements: stabilized turret, most weapons can fit, I can use my turrets leaving cockpit
2) Convoys formation: No need to big convoys inside nation controlled space. Smaller convoys reunite at border to cross gray space, big convoy do NOT go straight line, instead, visit most stations on each systems. Possibility of joining a convoy as trader, gunner or escort.
3) Economic change: gray areas pays better, sells unique issues.
4) Universe change: more compact one, more like a mess / fishnet than a ring as today. More paths, maybe using (10). Using ascii, today and desired are:
/--\.......... +-+-+
| /+.......... +X|X+
\-+/.......... +-+-+
5) Non-lethal pirates: Scan+Disable Large weapon AND explosive cargo that can be disabled. Killing is optional, but risky. Being disable is much worst than die and respawn immediatly at station. Piracy missions from XX.
6) Death penalty. More far from home you die, longer it takes to respawn. Make animation with death msg cross map slowly... also gives a reason to negotiate with pirates. Relates to (5)
7) Comm: PvP msg pops up as window, over chat, without focus (ie, appears above but does not disturb gameplay)
8) Shields or weaker weapons or stronger armour. Spaceships here die too fast shot from a old player compared to newbie weapons. Maybe smaller variation on weapons' power. Lighter light weapons. The best/strongest light weapon should be similar to weakest heavy one.
9) Guild membership interferes with pplz facction standings.
10) Buildable stations. Requires long-term group effort and lots of goods. Facction/Guild/PPlz owned to be discussed.
and Thanks for making VO multiplataform!!!
Now, almost abusing...
11) hability to diverge power inter-systems. 3 Systems; engines, shields and weapons, only one battery. If with a heavy cell I diverge all to shields, I should become invulnerable to light weapons, but a brick. ** hardest to implement, great results **
12) Build controllable portals. Make one corporation be able to build / operate a portal that leads to empty sectors, at start. Allows a for of ARENA for events, unreachable for pirates
Chabod, maybe the weekly built weapon have a TAG, with date. So server does not check when ppl fire, but on date, all such weapons "decay", becoming a govt-provided blaster...
It even could be on weapon name:
SuperBlaster-1128 built today, while last week was SuperBlaster-1121
It even could be on weapon name:
SuperBlaster-1128 built today, while last week was SuperBlaster-1121
Here are my suggestions (i repeat some from above, but anyway i want say):
1. Give unaligned status (grey color, like mom in game) to players who want it (KOS to native nation). I think that's first priority suggestion, because unaligned status will bring variety of options and RP for all players.
2. Make reputation for mission completion (only for missions!! not bot killing) more flexible. E.g. If player receives +30 for Corvus, he "catches" -30 to all major nation.
3. Increase ship cost (especially trade vessels), but decrease repair cost.
4. Player controllable cap ships.
5. Make stations destroyable with stations respawn every several hours.
6. Add PVP assasination quests.
7. Add more Nation-only quests that are only for Serco/UIT/Itan
8. Add more events.
9. Add 1 Neutral sector with a neutral station (like UIT ambassador station) to Serco and Itani space, so KOS players could "rest there"
10. Raise reward for Border combats - now they are pretty expensive for new players that want to be serco/itani cannon-fodder.
1. Give unaligned status (grey color, like mom in game) to players who want it (KOS to native nation). I think that's first priority suggestion, because unaligned status will bring variety of options and RP for all players.
2. Make reputation for mission completion (only for missions!! not bot killing) more flexible. E.g. If player receives +30 for Corvus, he "catches" -30 to all major nation.
3. Increase ship cost (especially trade vessels), but decrease repair cost.
4. Player controllable cap ships.
5. Make stations destroyable with stations respawn every several hours.
6. Add PVP assasination quests.
7. Add more Nation-only quests that are only for Serco/UIT/Itan
8. Add more events.
9. Add 1 Neutral sector with a neutral station (like UIT ambassador station) to Serco and Itani space, so KOS players could "rest there"
10. Raise reward for Border combats - now they are pretty expensive for new players that want to be serco/itani cannon-fodder.
Make government act the way a government would act in real life. If the government believes in individual freedom then their people can do whatever they like. If the government believes in population control then they have more influence on choices. For instance some nations may require military service before granting the privilege of citizenship. While others may require self control and thus not offer any freebies including ships.
That may be difficult to implement, but it may make initial faction choices a bit more interesting if not only more consequential.
UIT seems to be a more independent state and an assumption can be made that it would be less socialistic. Thus the character back story could be to have an initial sum. If that is squandered then missions aboard another ship for turret duty on a transport mission or some such to earn credits to buy a ship.
Also, forming of corporations(I assume this is a reason for guilds?) on a small scale with contracts would be interesting as well. Although the last suggestion could be made to be less AI enforced, but by individual role play. Not required, but could add depth.
Bots, and more bots. Yes, I think they could be exploited and abused, but it could add interesting gameplay and allow for a 'market' for bot code. This would start to bleed into crafting as a 'bot' could be a 'smart' turret. Imagine being able to send code for controlling a bot to another user. Hmmm, this could be an issue if the code has too much power. Anyway, more thoughts to chew on.
I know this is reaching on this last one, but person to person interaction using avatars at stations may increase usage of the local 'cantinas'. I have never seen anyone use those.
That may be difficult to implement, but it may make initial faction choices a bit more interesting if not only more consequential.
UIT seems to be a more independent state and an assumption can be made that it would be less socialistic. Thus the character back story could be to have an initial sum. If that is squandered then missions aboard another ship for turret duty on a transport mission or some such to earn credits to buy a ship.
Also, forming of corporations(I assume this is a reason for guilds?) on a small scale with contracts would be interesting as well. Although the last suggestion could be made to be less AI enforced, but by individual role play. Not required, but could add depth.
Bots, and more bots. Yes, I think they could be exploited and abused, but it could add interesting gameplay and allow for a 'market' for bot code. This would start to bleed into crafting as a 'bot' could be a 'smart' turret. Imagine being able to send code for controlling a bot to another user. Hmmm, this could be an issue if the code has too much power. Anyway, more thoughts to chew on.
I know this is reaching on this last one, but person to person interaction using avatars at stations may increase usage of the local 'cantinas'. I have never seen anyone use those.
My number one wish: use some good usable forum software for the message board. This one looks like something a ten year old kid could whip up in a few hours based on a tutorial.
juryk, you don't know what you're talking about. This forum is markedly superior to most generic forum systems available for free or otherwise.
Some advantages of this forum:
- It doesn't use avatars
- It doesn't use signatures
- It doesn't support notifying users when there are new threads they haven't read, which forces people to read over the same threads multiple times, and causes them to better understand the issues being discussed
- It is just as ugly as the rest of the website, so it doesn't look out of place.
- It doesn't support any sort of code tag, which discourages nerds from posting lua code or error messages
- It doesn't limit the horizontal width of posts, so simply by posting a very wide image hilarious jokesters can break the entire layout of the site.
- It doesn't support real bulleted or numbered lists, so people who want to make lists have to manually bullet or number them, which forces them to think about what they're posting.
Some advantages of this forum:
- It doesn't use avatars
- It doesn't use signatures
- It doesn't support notifying users when there are new threads they haven't read, which forces people to read over the same threads multiple times, and causes them to better understand the issues being discussed
- It is just as ugly as the rest of the website, so it doesn't look out of place.
- It doesn't support any sort of code tag, which discourages nerds from posting lua code or error messages
- It doesn't limit the horizontal width of posts, so simply by posting a very wide image hilarious jokesters can break the entire layout of the site.
- It doesn't support real bulleted or numbered lists, so people who want to make lists have to manually bullet or number them, which forces them to think about what they're posting.
- It doesn't limit the horizontal width of posts, so simply by posting a very wide image hilarious jokesters can break the entire layout of the site.
amidoinitrite?
[imgg]http://img29.imageshack.us/img29/2806/seinewide2.jpg[/img]
(Edited by Incarnate - Duly Noted)
amidoinitrite?
[imgg]http://img29.imageshack.us/img29/2806/seinewide2.jpg[/img]
(Edited by Incarnate - Duly Noted)
I have always liked the clean look and feel of the forums. It is one of the things that originally attracted me to the game.
I have always liked the clean look and feel of the forums. It is one of the things that originally attracted me to the game.
I can't see who posted that because the image stretched your name off of the screen, but I agree with you.
I can't see who posted that because the image stretched your name off of the screen, but I agree with you.
The image was pey. Do take it down... you've made your point.
edit: thanks for removing.
edit: thanks for removing.
STFU Atice, you self-righteous little prig.
Wow that is wide...
[imgg]http://img29.imageshack.us/img29/2806/seinewide2.jpg[/img]
[imgg]http://img29.imageshack.us/img29/2806/seinewide2.jpg[/img]
Haha, anyone remember what "Race to Page 100" did to the forums?
Thread resurrection. Since I think this is a good thread to kick up the chain a bit, and it was Incarnate's request to make the thread in the first place.
Plus, it's fun to see Lecter call Atice a "self-righteous little pig."
Plus, it's fun to see Lecter call Atice a "self-righteous little pig."
Let's see how technology has progressed!
Yup, it's fixed. And they say the devs never do anything! :P
Yup, it's fixed. And they say the devs never do anything! :P