Jigawatt said:
Ok so I finally got into a fight - which is a giant pain in the ass to begin with, and
http://i.imgur.com/bpMMr.png
http://i.imgur.com/Nw46s.png
http://i.imgur.com/KvP9v.png
http://i.imgur.com/Uv0Xb.png
I guess your ability to hit is a function of your (and your opponent's) mobility?
(Sorry Lumpy, nothing personal, you were the only person I could find)
What are you upset about? You destroyed his Armour! Another hit and his Hull would probably be gone too.
I assume you were fighting a smaller, faster ship and not a juggernaut such as yourself.
Shannow said:
Thoughts:
The game should obviously be much, much, much, much, much larger. More planets and stuff to do.
Infinite and randomly generated. As ships go out exploring into new sectors, they would randomly generate planets / suns / blackholes / pulsars / super novas / nebulae. All space stations would have to be built. Colonists would be transported from The Core planets to the outer systems as they're discovered. Some planets can be terraformed to support colonists.
Donators can name planets ($1 ea) / systems ($5) they discover.
As the Universe gets larger, new transport methods are introduced. Warp drives, Hyperspace Jump Drives, Wormhole Generators, Stargates.
Shannow said:
Planets and mining stations should have certain stuff that they produce/mine. That stuff should usually be quite cheap if you buy it there. If it's a product it should become cheaper if lots of the raw materials are sold there. Random events should also affect those prices. The more stuff is sold to a planet the lower the price on that planet and the more bought the higher the price. Everything should always be tradable.
You can haul metal / parts to a planet and construct buildings like mines with enough resources and cash. The more mines, the more ore is produced. Refineries convert ore into metal. Farms can be built which produce food. X cubits of a resource is produced by a building every hour, along with any raw resources it needs to consume to produce that output (Ore -> Refinery -> Metal). Their demand is obvsiouly affected by how many buildings they have of each type. Maybe population is needed too and that grows every hour or so.
Shannow said:
Ships:
At the moment ships only get exponentially more powerful. Crappy :/ Should rather be different basic ship designs, that allow various upgrades and make the player choose which ones:
EG: Basic shitcan: 1 weapon system, 1 shield/plating/hull improvement, 2 cargo bays, 1 reactor, 1 engine.
Super stardrestoyer: 40 weapon systems, 20 shields, 30 plating, 50 hull, 25 cargo bays, 15 reactors, 20 engines.
When bought every ship design would have the most basic components which could then be upgraded with better ones. There'd be various designs that have different strengths and weaknesses.
Yeah, I thought of that. It would make some things easier and others harder. I instead went for an idea where you could be whatever size you wanted, only it cost more as you got bigger. Also the math was supposed to be such that small modules became useless for large ships and you were better selling everything and replacing them with larger modules... only I couldn't figure the math. At the moment, there's an ideal power / engine ratio that as long as you meet it, provides you with plenty of thrust and room for weapons (and yes, I know the mid-sized thrusters and power plants need to be re-vamped).
Shannow said:
Fighting:
Haven't fought much but trying to find somebody not docked sounds lika a pain in the ass. Beeing able to lie in wait in a sector and automatically attack people of certain strength would be more viable. I'd also add sensors and scramblers that give a chance of detecting/not detecting ships in adjacent sectors + being able to buy "intelligence" about sectors on stations.
Add the ability to raid planets / stations so players can attack something else. Give planets and stations defenses. Players could explore new regions searching for resource deposits, setup a planet of colonists as their base and then defend it against other clans / alliances.
Small ships should be hard for the larger ships to hit, so small ships could wear a large vessel down or have a chance to escape.
Shannow said:
Social:
Chat/messaging system. Alliances, NAPs, different levels of agressiveness. Ability to pay off pirates. Group fighting: Incentive for convois. Traders, mercs and pirates become viable.
Communications Array. Allows you to tune into a radio frequency and transmit / receive messages on that frequency (provided you are within range).
Shannow said:
Yeah, I was a huge fan of TDZK too. :D