Forums » Suggestions
[Prelude] Developers require money, money requires customers, customers require incentive, incentive comes from developers, it's all one big cycle. The below is posted in hopes of encouraging development of incentives to encourage more customers. [/Prelude]
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I am a customer and incentives are what I want.
*cue developers yelling en masse*
So, without further ado, I present my suggestions with respect to implementation.
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End game toys, tools, and items, they are what I want. Toys for playing around with aspects I'm well versed in. Tools for accomplishing the tasks I want to do. And, items to help progress toward more toys and tools, or to brag about how I got them.
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Toy - Concussion Mine Launcher HC (High Capacity)
Required Licenses: 6/-/6/8/-
Capacity: 12 mines
Delay: 2.5s
Force: 10,000
Splash Radius: 200m
Detonation: Proximity 70m
Lifetime: 900s
Grid Usage: 10
Mass: 1,800kg
Volume (as cargo): 2cu
Port: Large
Price: 25,000c
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Toy - Scanner Spoofer Mk IV
Description: Blocks cargo scans, spoofs return signal with whatever the user inputs. (e.g. Baby Seals, a1k0n's Pelt, Melon Hats, etc.)
Required Licenses: -/-/-/4/-
Grid Usage: 1
Mass: 100kg
Volume (as cargo): 1cu
Port: Small
Price: 7,000c
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Toy/Tool - Light Rail Gun (Vespa Crabro)
Required Licenses: 5/5/-/-/-
Damage: 50
Velocity: 275m/s
Accuracy: 10° (degree) cone of fire
Energy: 6/blast
Delay: 0.1s
No auto-targeting
Ammo: 20mm Ferris
Capacity: 200
Grid Usage: 4
Mass: 1,000kg
Volume (as cargo): 1cu
Port: Small
Price: 10,000c
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Tool - Deep Space Mineral Scanner
Requirements: -/-/-/-/13
Range: 5,000m
Energy: 0/scan
Grid Usage: 10
Mass: 1000kg
Volume (as cargo): 2cu
Port: Large
Price: 50,000c
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Tool - Colossus Torpedo Launcher
Required Licenses: 8/-/8/-/-
Capacity: 8
Damage: 6,000
Energy: 200/blast
Delay: 5s
Force: 10,000
Splash Radius: 50m
Detonation: Contact
Maneuverability: Low
Fuel: 60s
Velocity: 35m/s
Grid Usage: 12
Mass: 2,750kg
Volume (as cargo): 3cu
Port: Large
Price: 55,000c
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Tool - Corvette Gunship (modified)
Price: ~300,000c
License: 9/-/9/-/-
Armor: 40,000
Shield strength: 20,000
Shield recharge: 4,500/s
Cargo: 10 CU
Weapons: 4L, 3 Small-turret
Mass: 50,000 kg
Length: 34m
Thrust: 900 N
Spin torque: 30.0 Nm
Max speed: 60m/s
Turbo speed: 160m/s
Turbo energy: 45/s
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Tool - Mining Barge/Cargo Freighter (Behemoth-class)
Price: ~950,000c
License: 3/-/3/10/6
Armor: 35,000
Shield strength: 20,000
Shield recharge: 3,000/s
Cargo: 500 CU
Weapons: 4L, 3 Small-turret
Mass: 75,000 kg
Length: 34m
Thrust: 900 N
Spin torque: 30.0 Nm
Max speed: 50m/s
Turbo speed: 130m/s
Turbo energy: 48/s
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Item - Station Guard Badge
Description: The only identifiable item from the wreckage of a station guard.
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Item - Pirate Emblem
Description: The only identifiable item from the wreckage of a pirate.
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Item - Trader Manifest
Description: The only identifiable item from the wreckage of a trader.
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-In Addition-
Conquerable stations in Deneb.
NPC Pirates (Unrats) in Grey Space.
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Criticisms/Suggestions?
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Remember, it's all one big cycle, you just have to start somewhere in that cycle.
[UPDATES]
Added Corvette Gunship
Added Mining Barge/Cargo Freighter
Added Cone of fire to Light Rail Gun
Reduced Light Rail Gun Capacity to 200
Added NPC Pirates (Unrats).
Increased Mining Barge/Cargo Freighter Price to ~950,000c
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I am a customer and incentives are what I want.
*cue developers yelling en masse*
So, without further ado, I present my suggestions with respect to implementation.
----------------------------------------------------------------
End game toys, tools, and items, they are what I want. Toys for playing around with aspects I'm well versed in. Tools for accomplishing the tasks I want to do. And, items to help progress toward more toys and tools, or to brag about how I got them.
----------------------------------------------------------------
Toy - Concussion Mine Launcher HC (High Capacity)
Required Licenses: 6/-/6/8/-
Capacity: 12 mines
Delay: 2.5s
Force: 10,000
Splash Radius: 200m
Detonation: Proximity 70m
Lifetime: 900s
Grid Usage: 10
Mass: 1,800kg
Volume (as cargo): 2cu
Port: Large
Price: 25,000c
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Toy - Scanner Spoofer Mk IV
Description: Blocks cargo scans, spoofs return signal with whatever the user inputs. (e.g. Baby Seals, a1k0n's Pelt, Melon Hats, etc.)
Required Licenses: -/-/-/4/-
Grid Usage: 1
Mass: 100kg
Volume (as cargo): 1cu
Port: Small
Price: 7,000c
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Toy/Tool - Light Rail Gun (Vespa Crabro)
Required Licenses: 5/5/-/-/-
Damage: 50
Velocity: 275m/s
Accuracy: 10° (degree) cone of fire
Energy: 6/blast
Delay: 0.1s
No auto-targeting
Ammo: 20mm Ferris
Capacity: 200
Grid Usage: 4
Mass: 1,000kg
Volume (as cargo): 1cu
Port: Small
Price: 10,000c
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Tool - Deep Space Mineral Scanner
Requirements: -/-/-/-/13
Range: 5,000m
Energy: 0/scan
Grid Usage: 10
Mass: 1000kg
Volume (as cargo): 2cu
Port: Large
Price: 50,000c
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Tool - Colossus Torpedo Launcher
Required Licenses: 8/-/8/-/-
Capacity: 8
Damage: 6,000
Energy: 200/blast
Delay: 5s
Force: 10,000
Splash Radius: 50m
Detonation: Contact
Maneuverability: Low
Fuel: 60s
Velocity: 35m/s
Grid Usage: 12
Mass: 2,750kg
Volume (as cargo): 3cu
Port: Large
Price: 55,000c
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Tool - Corvette Gunship (modified)
Price: ~300,000c
License: 9/-/9/-/-
Armor: 40,000
Shield strength: 20,000
Shield recharge: 4,500/s
Cargo: 10 CU
Weapons: 4L, 3 Small-turret
Mass: 50,000 kg
Length: 34m
Thrust: 900 N
Spin torque: 30.0 Nm
Max speed: 60m/s
Turbo speed: 160m/s
Turbo energy: 45/s
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Tool - Mining Barge/Cargo Freighter (Behemoth-class)
Price: ~950,000c
License: 3/-/3/10/6
Armor: 35,000
Shield strength: 20,000
Shield recharge: 3,000/s
Cargo: 500 CU
Weapons: 4L, 3 Small-turret
Mass: 75,000 kg
Length: 34m
Thrust: 900 N
Spin torque: 30.0 Nm
Max speed: 50m/s
Turbo speed: 130m/s
Turbo energy: 48/s
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Item - Station Guard Badge
Description: The only identifiable item from the wreckage of a station guard.
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Item - Pirate Emblem
Description: The only identifiable item from the wreckage of a pirate.
----------------------------------------------------------------
Item - Trader Manifest
Description: The only identifiable item from the wreckage of a trader.
----------------------------------------------------------------
-In Addition-
Conquerable stations in Deneb.
NPC Pirates (Unrats) in Grey Space.
----------------------------------------------------------------
Criticisms/Suggestions?
----------------------------------------------------------------
Remember, it's all one big cycle, you just have to start somewhere in that cycle.
[UPDATES]
Added Corvette Gunship
Added Mining Barge/Cargo Freighter
Added Cone of fire to Light Rail Gun
Reduced Light Rail Gun Capacity to 200
Added NPC Pirates (Unrats).
Increased Mining Barge/Cargo Freighter Price to ~950,000c
Yes to everything here.
Yes.
Yes.
Toy/Tool - Light Rail Gun (Vespa Crabro)
/drool
Toy/Tool - Light Rail Gun (Vespa Crabro)
/drool
12 conq mines per launcher is way to many you can already make an escape easily with dual conqs 24 would be absurd
Thats a good point, but as long as the weight is sufficient it would probably be fine, side... you can shoot mines.
Interesting ideas, I'd like those toys.
+1 to most, except:
-> Long term implementation.
Tool - Colossus Torpedo Launcher
--35m/s is too slow, but interesting. Raise it at least to 50m/s
--Make its fuse to be MASS related, and required at least a fully loaded moth or a empty trident to activate it.
--How does it relate to Avalons?
Tool - Corvette Gunship (modified)
Is it an entirely new ship, or a modified Trident?
We really need a gunship, with guns dedicated to kill capital ships! And Carriers. And something unique as Flagship for each nation...
Tool - Mining Barge/Cargo Freighter (Behemoth-class)
No way a moth can hold 500 CU of cargo and still offer so many weapons as 4L + 3 Small-turrets. Definitly it requires a new model.
My suggestion is to take Behemoth model, stretch its length while keeping width/height, so it vaguely reminds an oversized Atlas. More simple and logical than making a new model.
Or make an entirely new design, "the Brick".
Item - Pirate Emblem
Item - Trader Manifest
-1: How identify who is Trader/Pirate? A pirate hauling cargo is a trader? A trader who picked up valuable cargo from a convoy's wrecks becomes a pirate?
-> Long term implementation.
Tool - Colossus Torpedo Launcher
--35m/s is too slow, but interesting. Raise it at least to 50m/s
--Make its fuse to be MASS related, and required at least a fully loaded moth or a empty trident to activate it.
--How does it relate to Avalons?
Tool - Corvette Gunship (modified)
Is it an entirely new ship, or a modified Trident?
We really need a gunship, with guns dedicated to kill capital ships! And Carriers. And something unique as Flagship for each nation...
Tool - Mining Barge/Cargo Freighter (Behemoth-class)
No way a moth can hold 500 CU of cargo and still offer so many weapons as 4L + 3 Small-turrets. Definitly it requires a new model.
My suggestion is to take Behemoth model, stretch its length while keeping width/height, so it vaguely reminds an oversized Atlas. More simple and logical than making a new model.
Or make an entirely new design, "the Brick".
Item - Pirate Emblem
Item - Trader Manifest
-1: How identify who is Trader/Pirate? A pirate hauling cargo is a trader? A trader who picked up valuable cargo from a convoy's wrecks becomes a pirate?
These all sound fun.
+1
+1
@Alloh:
Tool - Colossus Torpedo Launcher
--35m/s is too slow, but interesting. Raise it at least to 50m/s
--Make its fuse to be MASS related, and required at least a fully loaded moth or a empty trident to activate it.
--How does it relate to Avalons?
Explain why 35m/s is too slow. The range of a 35m/s projectile traveling for 60s is 2,100m, while the range of a 50m/s projectile traveling for 60s is 3,000m. Both ranges can be considered ample room to launch 8 projectiles with 5s delays.
How do I 'make its fuse to be mass related'? Do you mean to convey that these projectiles should be configurable in terms of their fuel-time? And, in doing so the increase/decrease in fuel-time will increase/decrease the mass of the projectile, is this correct?
Did I mention Avalons? Not that I recall. So, perhaps the projectile isn't meant to be related to Avalons, that is if you know what an Avalon is.
Tool - Corvette Gunship (modified)
Is it an entirely new ship, or a modified Trident?
We really need a gunship, with guns dedicated to kill capital ships! And Carriers. And something unique as Flagship for each nation...
Whichever design current or future best fits the specifications intended by the Devs and player feedback.
Tool - Mining Barge/Cargo Freighter (Behemoth-class)
No way a moth can hold 500 CU of cargo and still offer so many weapons as 4L + 3 Small-turrets. Definitly it requires a new model.
My suggestion is to take Behemoth model, stretch its length while keeping width/height, so it vaguely reminds an oversized Atlas. More simple and logical than making a new model.
Or make an entirely new design, "the Brick".
Explain why the current Behemoth model cannot hold 500cus and offer 4 large ports and 3 turrets. If the complaint is about the size of CUs themselves, then please give a detailed analysis of the exact game dimension of a cu compared to a behemoth. Also, if the complaint is to include weapon ports, what are their exact dimensions as well, since these articles of information elude me at the moment.
Item - Pirate Emblem
Item - Trader Manifest
-1: How identify who is Trader/Pirate? A pirate hauling cargo is a trader? A trader who picked up valuable cargo from a convoy's wrecks becomes a pirate?
Did I mention what entity drops these items in particular? Perhaps a NPC Behemoth Heavy drops a trader manifest or perhaps a NPC Pirate (Unrat) drops a pirate emblem.
[EDIT]
NPC Pirates reminds me of something important.
Tool - Colossus Torpedo Launcher
--35m/s is too slow, but interesting. Raise it at least to 50m/s
--Make its fuse to be MASS related, and required at least a fully loaded moth or a empty trident to activate it.
--How does it relate to Avalons?
Explain why 35m/s is too slow. The range of a 35m/s projectile traveling for 60s is 2,100m, while the range of a 50m/s projectile traveling for 60s is 3,000m. Both ranges can be considered ample room to launch 8 projectiles with 5s delays.
How do I 'make its fuse to be mass related'? Do you mean to convey that these projectiles should be configurable in terms of their fuel-time? And, in doing so the increase/decrease in fuel-time will increase/decrease the mass of the projectile, is this correct?
Did I mention Avalons? Not that I recall. So, perhaps the projectile isn't meant to be related to Avalons, that is if you know what an Avalon is.
Tool - Corvette Gunship (modified)
Is it an entirely new ship, or a modified Trident?
We really need a gunship, with guns dedicated to kill capital ships! And Carriers. And something unique as Flagship for each nation...
Whichever design current or future best fits the specifications intended by the Devs and player feedback.
Tool - Mining Barge/Cargo Freighter (Behemoth-class)
No way a moth can hold 500 CU of cargo and still offer so many weapons as 4L + 3 Small-turrets. Definitly it requires a new model.
My suggestion is to take Behemoth model, stretch its length while keeping width/height, so it vaguely reminds an oversized Atlas. More simple and logical than making a new model.
Or make an entirely new design, "the Brick".
Explain why the current Behemoth model cannot hold 500cus and offer 4 large ports and 3 turrets. If the complaint is about the size of CUs themselves, then please give a detailed analysis of the exact game dimension of a cu compared to a behemoth. Also, if the complaint is to include weapon ports, what are their exact dimensions as well, since these articles of information elude me at the moment.
Item - Pirate Emblem
Item - Trader Manifest
-1: How identify who is Trader/Pirate? A pirate hauling cargo is a trader? A trader who picked up valuable cargo from a convoy's wrecks becomes a pirate?
Did I mention what entity drops these items in particular? Perhaps a NPC Behemoth Heavy drops a trader manifest or perhaps a NPC Pirate (Unrat) drops a pirate emblem.
[EDIT]
NPC Pirates reminds me of something important.
Normal moths hold 120 cu. The XC gives up weapons and performance to squeeze in another 80 cu, for a total of 200 cu. What you propose has 2.5 times as much space as an XC, and still has room for seven weapons ports and a shield generator. Fitting that into a behemoth model just doesn't sound feasible to me, as I was under the impression that the XC was basically just a flying box utilizing the vast bulk of its volume for cargo storage. I don't think that even completely gutting out everything in the ship, leaving only a hull, would leave enough space for 500 cu.
Thx, Pizza said all.
Mass related fuse is something similar to magnetic fuses in WW2torpedoes, that did not explode hitting small/wood boats. Make that Colossus torpedoes simply do not explode when hit fighters, stations and most roids, except those big metallic ones.
Hmmm... I'm missing an EMP missile... since OP is so diverse, add a form of missile very effective against shield, but useless against hulls. Give 2 ammo only, grid 10 and 5ton mass.
Mass related fuse is something similar to magnetic fuses in WW2torpedoes, that did not explode hitting small/wood boats. Make that Colossus torpedoes simply do not explode when hit fighters, stations and most roids, except those big metallic ones.
Hmmm... I'm missing an EMP missile... since OP is so diverse, add a form of missile very effective against shield, but useless against hulls. Give 2 ammo only, grid 10 and 5ton mass.
Astronautical systems can be a complex environment with positive/negative attributes imposed upon the various systems that share the environment they're enclosed within.
Internal space displacement varies based on the hull's volume, which is attributed to the materials used for structural integrity, e.g. Silksteel/VanAzek uses more space than Silksteel/Xithricite to achieve similar integrity. And, the evolution of said systems can achieve increased power output, reduced power input, and reduced size/mass, e.g. 3rd generation Large Port technology has the power output capacity of three 1st generation Large Ports; including, reduced power input and reduced size/mass. With the inclusion of monetary economics, developed systems replacing past technology can equate to increased prices based upon supply/demand.
I view Vendetta-Online as an ever evolving organism/program/environment. Why can't the technology in Vendetta-Online advance through time, while leaving a trail of past generational technology for low value products leading to current advancements with technology for high value products?
Internal space displacement varies based on the hull's volume, which is attributed to the materials used for structural integrity, e.g. Silksteel/VanAzek uses more space than Silksteel/Xithricite to achieve similar integrity. And, the evolution of said systems can achieve increased power output, reduced power input, and reduced size/mass, e.g. 3rd generation Large Port technology has the power output capacity of three 1st generation Large Ports; including, reduced power input and reduced size/mass. With the inclusion of monetary economics, developed systems replacing past technology can equate to increased prices based upon supply/demand.
I view Vendetta-Online as an ever evolving organism/program/environment. Why can't the technology in Vendetta-Online advance through time, while leaving a trail of past generational technology for low value products leading to current advancements with technology for high value products?
The behemoth requires 300cus station cargo. I am at a loss at how to explain it having near twice that much in cargo alone, not including a massive amount of armor, many weapons and turrets, and a shield generator, in addition to the normal ship components required.
A new model is required.
A new model is required.
Just double the size of the model; it should still barely fit into the docks/squirt out the launch bays.
I tend to go with surb on this. We all know that VO has to break a few rules of reality in order to make the game actually work. So I see no problem with adding fun stuff and bending reality to suit . Douglas Adams made a career out of it ...
Analogy fail: Douglas Adams actually finished his books.
Not the last one.
Oh, is VO the Devs' last book after a string of successful, well-executed, promptly completed and published titles?
I missed that somehow, Hortan.
I missed that somehow, Hortan.
Beyond the absurdity of fitting all that in a moth, I don't like the idea of there being that huge of a difference between ships that look the same.
My opinion is that, if a unique model cannot be created, they could get away with taking the moth model and making it about twice as wide, and maybe a little longer. I'm not suggesting simply stretching it mind you, so it would take a little bit of work to adjust the model. But hopefully not a whole lot. Throw in a couple minor changes as well, and the result would be a ship that looks enough like a moth to see the heritage, but different enough to identify at a glance.
My opinion is that, if a unique model cannot be created, they could get away with taking the moth model and making it about twice as wide, and maybe a little longer. I'm not suggesting simply stretching it mind you, so it would take a little bit of work to adjust the model. But hopefully not a whole lot. Throw in a couple minor changes as well, and the result would be a ship that looks enough like a moth to see the heritage, but different enough to identify at a glance.