Forums » Suggestions
Random Thoughts
I think there should be biger ships, but slower. Not capital ships, but a medium between that and what we have now. More variety would be good.
We should be able go in the station and buy stuff in it. As in actually walk in the station. Maybe this would be too big to do right now, but a good idea for the future.
I also think there should be stars, like you know, BIG stars that if you go near them you get damaged and if you go in it, well... you die! Might put to big of a strain on the system, but if you made them not actual objects or something like that... maybe just a point of light... I dunno, just an idea.
So, what do you think?
-Thindúlin
We should be able go in the station and buy stuff in it. As in actually walk in the station. Maybe this would be too big to do right now, but a good idea for the future.
I also think there should be stars, like you know, BIG stars that if you go near them you get damaged and if you go in it, well... you die! Might put to big of a strain on the system, but if you made them not actual objects or something like that... maybe just a point of light... I dunno, just an idea.
So, what do you think?
-Thindúlin
As far as walking around in station, ain't gonna happen. Devs have knocked that one down before. Cause what you're asking for is to have TWO game engines. IE one for flying around, one for walking around. BAAAAAADDDD IDEA.
Oops. Bah, oh well, maybe sometime in the... very very far future we'll have Station Atari! Lol.
Anyhoo, what 'bout the other suggestions/ideas?
-Thindúlin
Anyhoo, what 'bout the other suggestions/ideas?
-Thindúlin
Eheheh, imagine two engines, make the second into fps. HOSTILE TAKE OVER OF ENEMY STATIONS!!:P Heheh, j/k
additional ship sizes have been part of what the devs discussed doing, I believe that they still plan to do so, however the ships, weapons and other "inventory" style items are not the main focus right now. the developers are trying to get the "content" down. missions, reputation system and hopefully a more defined economy. adding inventory (ships, weapons etc) can be accomplished later on.
As my good pal Spellcast has already pointed out, the station landing idea is OUT! And the Sun-Stars maybe in the future at some piont, but as of right now, you can reach any places like planets or stars, trust me, I'VE TRIED.
Medium-class ships like Spellcast said have been suggested before, and maybe in the near future. But first it's money and finishing the preliminary game.
Now, I'm taking Pirogoeths idea and doing my usual thing of bending it into a pretzal, how about Stations being damage sensitive. I mean, you shoot or ram a station and that area vents atmosphere for a while then eventually seals off. Of course, thats an "inventory"-type item and wouldn't be added for some time, like next fall or next winter.
Adding "points of light" has been suggested before and implemented in the form of Suns just not damage causing, they're too far off (again, I've tried). Adding the damage causing stars by ramming maynot be as hard as you think. Make the star a solid object then add light variable around it making it glow to the point where the physical parts become invisible in teh glow, or lacking the light variable for masking the object, paint the object white then use a reflective variable like the Solar Panels had/have and PING instant solid star that if you hit you could be killed. Make it like a killer station program, hit it but instead of the variable being Damage=Speed/Mass*mass of object hit it would simply be Damage=999999 instantly killing the craft.
[SDF] Black 1
CO, SDF
PS: The math I demonstarated are simplified versions of the algorithums the game runs. I am not even sure that I have the right algoritum for it, they are just samples and are more than likely wrong.
Medium-class ships like Spellcast said have been suggested before, and maybe in the near future. But first it's money and finishing the preliminary game.
Now, I'm taking Pirogoeths idea and doing my usual thing of bending it into a pretzal, how about Stations being damage sensitive. I mean, you shoot or ram a station and that area vents atmosphere for a while then eventually seals off. Of course, thats an "inventory"-type item and wouldn't be added for some time, like next fall or next winter.
Adding "points of light" has been suggested before and implemented in the form of Suns just not damage causing, they're too far off (again, I've tried). Adding the damage causing stars by ramming maynot be as hard as you think. Make the star a solid object then add light variable around it making it glow to the point where the physical parts become invisible in teh glow, or lacking the light variable for masking the object, paint the object white then use a reflective variable like the Solar Panels had/have and PING instant solid star that if you hit you could be killed. Make it like a killer station program, hit it but instead of the variable being Damage=Speed/Mass*mass of object hit it would simply be Damage=999999 instantly killing the craft.
[SDF] Black 1
CO, SDF
PS: The math I demonstarated are simplified versions of the algorithums the game runs. I am not even sure that I have the right algoritum for it, they are just samples and are more than likely wrong.
................................................................................ (silence)
well. do you think there could be a crew? Like you know, you can get a crew for your ship, and every time you fight, some of your crew dies?
And I also think there should be more sectors.
There should be sensor and jammers and other neat gadgets.
What do you think?
-Thindúlin
well. do you think there could be a crew? Like you know, you can get a crew for your ship, and every time you fight, some of your crew dies?
And I also think there should be more sectors.
There should be sensor and jammers and other neat gadgets.
What do you think?
-Thindúlin
Sensors and such have been covered(1), and as for more sectors, then thats a given - just not Right Now(tm) :)
The on-board crew will come with the larger ships (according to Guilds expectations(2)), but them dying in fight might mean that you too can die from an unfortunate explosion - bad idea IMO.
Cheers,
/G
1: http://vendetta.guildsoftware.com/?action=msgboard&thread=3273&page=1
2: http://www.guildsoftware.com/ven.ships.and.addons.html
The on-board crew will come with the larger ships (according to Guilds expectations(2)), but them dying in fight might mean that you too can die from an unfortunate explosion - bad idea IMO.
Cheers,
/G
1: http://vendetta.guildsoftware.com/?action=msgboard&thread=3273&page=1
2: http://www.guildsoftware.com/ven.ships.and.addons.html
How about....Um.....Uh......Mmmmmm......Uh.
I KNOW, I think I know, How about Nebulas! or something like that.
-Thindúlin
I KNOW, I think I know, How about Nebulas! or something like that.
-Thindúlin
Anyone?
yeah! make it so your radar is down to 500m in sector 18 and 17 :D
BOO!
BOO!
1) Bigger Ships: Suggested many times and according to information on this site which you could read if you wanted they long been planned:
"Spacecraft in Vendetta will vary greatly in scale, although purchasing cost will greatly increase with the ship's size. Ships will be available to serve most needs. Small, lightweight fighters for combat or escort duty. Heavier bombers for support and assault uses, or alternately usable as light transports. Midrange transport, freighter, and fleet escort craft. Heavy freighters and small capital ships, ranging up to large cruisers, carriers and other flag-level capital vessels."
2) Walking around in stations: Requires the creation of a whole new set of textures and a new engine. Much more trouble than it is worth. Any work done on making FPS style elements at this point would be better spent making the main gameplay elements better.
3) Stars and other large objects: Do you know how big a star is? The sun has a diameter of 1,390,000,000 meters. Or biggest current objects are about 2000 meters across. Do you comprehend how large a solar system is? The earth is about 149,000,000,000 meters from the sun. Or biggest sectors have objects about 50,000 meters from each other. Our ships by comparison travel at less than 200m/s. First, real scale objects are impossible. Second, one of the biggest complaints game writers/reviewers/players have with most space sims is the 'unnecessary' long travel times.
4) Crew: Believe it or not, suggested before (by me) but not considered (even by me) to be a very high priority, and in any event all the ships we have at present are single person 'fighters' (or fighter sized ships used in other roles). Besides which, a decent 'crew' system would depend on reputation and other RPG elements that don't yet exist, otherwise it would have the flavor of reloading ammunition.
5) More sectors: Again, if you cared to read the information on this site, you'd discover that the plan is to slowly increase the number of sectors. They could, depending on how profitable the game is, eventually number in the thousands.
6) Gadgets: I guess I need to bump the toys thread up.
7) Nebulas: Probably a top 5 suggestions, right after shields, turrets, flares, and being able to walk around in the stations. Some people love it. Some people (the more scientificly bent) hate it. For my part, I'd like to see some more exotic skyboxes representing far flung portions of the galaxy, but have little desire for a sector (or at least many sectors) that look like they have weather phenomenom and curtains of fog.
If you've read the sensor thread, I think the best way to implement 'nebula' would have sectors in which sensors worked less well (making it easier to hide) and which had eerie 'nebula' skyboxes. In real life, nebula's are so diffuse that they don't block visibility except on astronomical scales.
"Spacecraft in Vendetta will vary greatly in scale, although purchasing cost will greatly increase with the ship's size. Ships will be available to serve most needs. Small, lightweight fighters for combat or escort duty. Heavier bombers for support and assault uses, or alternately usable as light transports. Midrange transport, freighter, and fleet escort craft. Heavy freighters and small capital ships, ranging up to large cruisers, carriers and other flag-level capital vessels."
2) Walking around in stations: Requires the creation of a whole new set of textures and a new engine. Much more trouble than it is worth. Any work done on making FPS style elements at this point would be better spent making the main gameplay elements better.
3) Stars and other large objects: Do you know how big a star is? The sun has a diameter of 1,390,000,000 meters. Or biggest current objects are about 2000 meters across. Do you comprehend how large a solar system is? The earth is about 149,000,000,000 meters from the sun. Or biggest sectors have objects about 50,000 meters from each other. Our ships by comparison travel at less than 200m/s. First, real scale objects are impossible. Second, one of the biggest complaints game writers/reviewers/players have with most space sims is the 'unnecessary' long travel times.
4) Crew: Believe it or not, suggested before (by me) but not considered (even by me) to be a very high priority, and in any event all the ships we have at present are single person 'fighters' (or fighter sized ships used in other roles). Besides which, a decent 'crew' system would depend on reputation and other RPG elements that don't yet exist, otherwise it would have the flavor of reloading ammunition.
5) More sectors: Again, if you cared to read the information on this site, you'd discover that the plan is to slowly increase the number of sectors. They could, depending on how profitable the game is, eventually number in the thousands.
6) Gadgets: I guess I need to bump the toys thread up.
7) Nebulas: Probably a top 5 suggestions, right after shields, turrets, flares, and being able to walk around in the stations. Some people love it. Some people (the more scientificly bent) hate it. For my part, I'd like to see some more exotic skyboxes representing far flung portions of the galaxy, but have little desire for a sector (or at least many sectors) that look like they have weather phenomenom and curtains of fog.
If you've read the sensor thread, I think the best way to implement 'nebula' would have sectors in which sensors worked less well (making it easier to hide) and which had eerie 'nebula' skyboxes. In real life, nebula's are so diffuse that they don't block visibility except on astronomical scales.
If they add shields, I'll start begging for a transit-sector in a nebula (yes, sector-size << nebulaes) where shields, radar and whatnut are affected >:]
/G - annoying
/G - annoying
And still no comments, period, about my work...thats a first!
[SDF] Black 1
CO, SDF
PS: You either understood it and liked it or your still trying to figure it out, or still yet, your head exploded under the explanation and you are dead.
[SDF] Black 1
CO, SDF
PS: You either understood it and liked it or your still trying to figure it out, or still yet, your head exploded under the explanation and you are dead.