Forums » Suggestions
get rid of weapon slots?
with all the talk of balancing different ships and weapons got me thinking, a ship is nothing more than a "bubble" of metal.
so one idea might be to let players build their ship from the ground up.
so players when buying a ship would essentially just be buying x amount of space available.
offer a variety of engines, they could say in their description that they will push x amount of weight at y speed or something.
perhaps even do armor this way, have the player buy the amount of armor they want but it gets offset by how much the engine can move effectively. so you would be basicaly building a ship to the specs you wanted more or less, restricted by the amount of space your hull had available. whatever is left over is used as your cargo bay. different hulls would offer different amounts of usable space and size so if you are trying to build a fast light ship it won't be in your best interest to just buy the largest hull all the time.
when the ability to land on planets becomes available, there could be a restriction on the size or weight or engine(maybe a combination) for the player to land.
in case i haven't explained this very well, i'm thinking of games like the old steve jackson board game "car wars" and the armored core series where no one combo is really the best.
anyway, its just an idea and i think it would work. alot of suggestions seem to driven by people wanting to, and understandably so, protect their investment in the time they have put into the game. but this would seem to make sense and work rather well, as well as add alot of purchasable items to the game and a real sense of customization of ones ship. well its just a thought.
so one idea might be to let players build their ship from the ground up.
so players when buying a ship would essentially just be buying x amount of space available.
offer a variety of engines, they could say in their description that they will push x amount of weight at y speed or something.
perhaps even do armor this way, have the player buy the amount of armor they want but it gets offset by how much the engine can move effectively. so you would be basicaly building a ship to the specs you wanted more or less, restricted by the amount of space your hull had available. whatever is left over is used as your cargo bay. different hulls would offer different amounts of usable space and size so if you are trying to build a fast light ship it won't be in your best interest to just buy the largest hull all the time.
when the ability to land on planets becomes available, there could be a restriction on the size or weight or engine(maybe a combination) for the player to land.
in case i haven't explained this very well, i'm thinking of games like the old steve jackson board game "car wars" and the armored core series where no one combo is really the best.
anyway, its just an idea and i think it would work. alot of suggestions seem to driven by people wanting to, and understandably so, protect their investment in the time they have put into the game. but this would seem to make sense and work rather well, as well as add alot of purchasable items to the game and a real sense of customization of ones ship. well its just a thought.
Love Armored Core!!! Awesome game, and the configurations that you can come up with and color scemes are why I still have yet to sell the game even though I no longer have my PS2, I take it to other peoples houses and play =) I would love to see that in VO but I know deep down that it will NEVER happen, sorry to say. People like not having any opeions, go figure.
Armor is the closet game I know to what Vendetta-Online needs. When player own station come into the game, a variety of parts would be a good way for stations to emplement research in this game.
ok, i know the "lets build starships from the ground up" idea sounds cool now, and i agree that it would be neet, and that it could be managable on the fighter sized scale that we have now. However it will be extreemly tedious with larger ships ie. capitle ships when they are released. Also it would require a LOT of work for the devs just determining the rules for how ships would be built.
I have been working on a system like the one you described for a pencil and paper RPG. It has been esily 3 years and i just recently developed a system that woks very well for fighters, and can be made to work for cap. ships. No only has it taken years but my previous attempts failed myserably, this is not the sort of thing that can be slowly introduced and making one item too cheap or expencive (cost defined by space usage or mass added etc.) can cause massively unbalanced ships.
It justy isn't feasable for VO to ionclude a "build from the ground up" system, it would take too much work for the amount of extra play it would allow.
I have been working on a system like the one you described for a pencil and paper RPG. It has been esily 3 years and i just recently developed a system that woks very well for fighters, and can be made to work for cap. ships. No only has it taken years but my previous attempts failed myserably, this is not the sort of thing that can be slowly introduced and making one item too cheap or expencive (cost defined by space usage or mass added etc.) can cause massively unbalanced ships.
It justy isn't feasable for VO to ionclude a "build from the ground up" system, it would take too much work for the amount of extra play it would allow.