Forums » Suggestions
New ideas for Vendetta Online
I've had a few ideas that I'd like to see added to the game, some might be easy enough to add to the 1.9 update, the rest will have to wait for the next update (if at all possible). It would add more variety to the game.
Complements go to Ipslet for his input and suggestions to some of my ideas.
1.) Increased hazards to sectors (radiation effects from exploding ships, missions can be added requiring cleanup of bad sectors).
2.) Increased danger in Ion storms (combined with radiation can make entering an ion storm dangerous). Ships entering a ion storm sector would pick up damage the longer they stay inside.
3.) New ship types, instead of variants of existing ships. Missions that require espionage into other nations stations to aquire plans to build variants of other nation ships (Manufacturing mission tree). Some components of ship only produced by specific nations (Nation members could attempt espionage missions).
4.) Pre-Fab stations with the bare essentials. Stations can be expanded into required function by means of missions (provided in player owned station, or from other stations).
5.) New capital ship types above and below the trident.
6.) Player owned NPC's. Could be implemented using player made alts from his/her own profile. Subject to the same restrictions as regular players in terms of licencing.
7.) Hiring NPC's that work for players manning ships and ship turrets. Subject to same licence restrictions as regular players. Higher level NPC's cost more to keep in your employee.
8.) Making ships conquerable by take overs, and ships destroyed could have their shipwreckage shown for some time (Salvaging mission), instead of simply picking up cargo crates (which only blows out cargo holds half the time). Conquered ships is commandeered by the attackers (piloted by NPC's) until repaired and sold at stations (Grey systems only, in hidden areas of the sectors).
9.a.) New enemies to fight (NPC pirates, competing with players roleplaying as Pirates).
9.b.) New enemies to fight (3 new ones, more lethal than the existing bots). Coming from a new galaxy of systems not reachable by wormholes. Can ONLY be reached by means of Jump gates. Jump gates can only be manufactured after the new enemy ships is captured and studied. Smaller vessels would only show plans for vessels and equipment (power), and weapons. Larger weapons would have advanced jumping capability (Jump gate mission tree).
10.) The new enemies are a hive mind, in constant contact with each other, making up new strategies on the fly, and countering any plans players may have on the fly (after a time delay).
11.) Station could show age (slime). Station mounted turrets for defense (Especially player owned stations). Destroyed turrets would leave scorch marks (Showing battle damage in forms of black scorch marks).
12.) The ability for larger ships (cruisers, trids, etc) to dock to a station using external Docking ports and walkways.
13.) Specialised ships that can carry and assemble Pre-Fab station modules at player designated co-ordinates. Must be hired, and paid according to distance (wormholes/Jump Gates) travelled.
14.) Player owned stations can manufacture new goods and equipment needed by other stations (Existing and new). Making it more valuable to conquor than destroying. Destroyed stations can be salvaged until everything is stripped away. Parts too badly damaged is salvaged where possible, scrapped where not, and the remains used to build up a station at the existing location.
15.) The ability to ask NPC's (Player and Non player owned) to join factions/guilds. Subject to same restrictions as regular players in terms of licencing. NPC are paid as mercenaries from Faction/Guild money. And will leave if not paid in full.
16.) Add small drones/bots that players can send out as scouts to scout a wormhole/jump gate ahead of time before the player jumps in (Especially when carrying valuable cargo), to protect against pirates (Player and NPC pirates).
17.) New Nations (Could be added to the expanded VO uninverse). And new nations that could be reached via Jump gates only. With new alliances and treaties forged between new and existing nations. New nations (9.b) have technology used to fight against the new enemies (Who is constantly evolving and changing).
18.) The ability to switch nations (from new added nations).
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Also, the existing method of sending friend keys need to be re-examined. A lot of players are hesitant to expose email addresses. Even in a private message. And may not be familliar with using disposible email addresses from Mailinator (or those provided to Yahoo users).
-------------------------------
Hope some of this could be of some use.
Thanks in advance
Dilan Rona.
Complements go to Ipslet for his input and suggestions to some of my ideas.
1.) Increased hazards to sectors (radiation effects from exploding ships, missions can be added requiring cleanup of bad sectors).
2.) Increased danger in Ion storms (combined with radiation can make entering an ion storm dangerous). Ships entering a ion storm sector would pick up damage the longer they stay inside.
3.) New ship types, instead of variants of existing ships. Missions that require espionage into other nations stations to aquire plans to build variants of other nation ships (Manufacturing mission tree). Some components of ship only produced by specific nations (Nation members could attempt espionage missions).
4.) Pre-Fab stations with the bare essentials. Stations can be expanded into required function by means of missions (provided in player owned station, or from other stations).
5.) New capital ship types above and below the trident.
6.) Player owned NPC's. Could be implemented using player made alts from his/her own profile. Subject to the same restrictions as regular players in terms of licencing.
7.) Hiring NPC's that work for players manning ships and ship turrets. Subject to same licence restrictions as regular players. Higher level NPC's cost more to keep in your employee.
8.) Making ships conquerable by take overs, and ships destroyed could have their shipwreckage shown for some time (Salvaging mission), instead of simply picking up cargo crates (which only blows out cargo holds half the time). Conquered ships is commandeered by the attackers (piloted by NPC's) until repaired and sold at stations (Grey systems only, in hidden areas of the sectors).
9.a.) New enemies to fight (NPC pirates, competing with players roleplaying as Pirates).
9.b.) New enemies to fight (3 new ones, more lethal than the existing bots). Coming from a new galaxy of systems not reachable by wormholes. Can ONLY be reached by means of Jump gates. Jump gates can only be manufactured after the new enemy ships is captured and studied. Smaller vessels would only show plans for vessels and equipment (power), and weapons. Larger weapons would have advanced jumping capability (Jump gate mission tree).
10.) The new enemies are a hive mind, in constant contact with each other, making up new strategies on the fly, and countering any plans players may have on the fly (after a time delay).
11.) Station could show age (slime). Station mounted turrets for defense (Especially player owned stations). Destroyed turrets would leave scorch marks (Showing battle damage in forms of black scorch marks).
12.) The ability for larger ships (cruisers, trids, etc) to dock to a station using external Docking ports and walkways.
13.) Specialised ships that can carry and assemble Pre-Fab station modules at player designated co-ordinates. Must be hired, and paid according to distance (wormholes/Jump Gates) travelled.
14.) Player owned stations can manufacture new goods and equipment needed by other stations (Existing and new). Making it more valuable to conquor than destroying. Destroyed stations can be salvaged until everything is stripped away. Parts too badly damaged is salvaged where possible, scrapped where not, and the remains used to build up a station at the existing location.
15.) The ability to ask NPC's (Player and Non player owned) to join factions/guilds. Subject to same restrictions as regular players in terms of licencing. NPC are paid as mercenaries from Faction/Guild money. And will leave if not paid in full.
16.) Add small drones/bots that players can send out as scouts to scout a wormhole/jump gate ahead of time before the player jumps in (Especially when carrying valuable cargo), to protect against pirates (Player and NPC pirates).
17.) New Nations (Could be added to the expanded VO uninverse). And new nations that could be reached via Jump gates only. With new alliances and treaties forged between new and existing nations. New nations (9.b) have technology used to fight against the new enemies (Who is constantly evolving and changing).
18.) The ability to switch nations (from new added nations).
-------------------------------
Also, the existing method of sending friend keys need to be re-examined. A lot of players are hesitant to expose email addresses. Even in a private message. And may not be familliar with using disposible email addresses from Mailinator (or those provided to Yahoo users).
-------------------------------
Hope some of this could be of some use.
Thanks in advance
Dilan Rona.
It's generally better to suggest ideas in individual posts. Most of these have been suggested, planned or discussed previously.
1) -1
2) +1
3) Discussed repeatedly
4) Player owned stations is planned in a modular way as I understand it.
5) Planned to my understanding
6) These were recently removed due to an exploit. Will be returned to the game at some point.
7) Same as above, but could be expanded a substantially
8) I particularly like this one. I believe tridents are intended to be conquerable or steal able, but the cost / benefit ratio needs to be properly thought out and then developed. I do like the idea of being able to salvage trident components from destroyed player owned tridents.
9) No opinion on more pve content of this type
10) Same
11) +1 as a very low priority
12) Preaching to the choir
13) We call those Trident M's. No prefab for stations.
14) I believe this is one of the primary purposes of player owned stations when we get them.
15) -1
16) Suggested in assorted forms
17) -1 for now. +1 later. I would rather see being able to chose a sub faction and getting benefits / disadvantages accordingly at this point.
18) Automation has been suggested. Currently submitting a support ticket may get this accomplished within certain limitations due to historic abuse or perceived abuses.
1) -1
2) +1
3) Discussed repeatedly
4) Player owned stations is planned in a modular way as I understand it.
5) Planned to my understanding
6) These were recently removed due to an exploit. Will be returned to the game at some point.
7) Same as above, but could be expanded a substantially
8) I particularly like this one. I believe tridents are intended to be conquerable or steal able, but the cost / benefit ratio needs to be properly thought out and then developed. I do like the idea of being able to salvage trident components from destroyed player owned tridents.
9) No opinion on more pve content of this type
10) Same
11) +1 as a very low priority
12) Preaching to the choir
13) We call those Trident M's. No prefab for stations.
14) I believe this is one of the primary purposes of player owned stations when we get them.
15) -1
16) Suggested in assorted forms
17) -1 for now. +1 later. I would rather see being able to chose a sub faction and getting benefits / disadvantages accordingly at this point.
18) Automation has been suggested. Currently submitting a support ticket may get this accomplished within certain limitations due to historic abuse or perceived abuses.
Someone should make a list of all the combo-suggestion posts... so we could have a meta combo-suggestion post.
I'll do you one better. Here is a list of literally every suggestion post:
https://www.vendetta-online.com/x/msgboard/3/
https://www.vendetta-online.com/x/msgboard/3/
That's not better -- I'm not interested in single suggestion posts.