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Fish Evans

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Reply with quote  #16 
thats not an issue Ryleyra. you simpley create a version that is not massively OP and use that in preferance to the one that you can still buy with forge, simplez I think a boost to sensor scan speed for a while should be pretty easy to code in, a few hours work tops would be my guess.
ryleyra

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Reply with quote  #17 
Quote:
Originally Posted by Fish Evans
thats not an issue Ryleyra. you simpley create a version that is not massively OP and use that in preferance to the one that you can still buy with forge, simplez I think a boost to sensor scan speed for a while should be pretty easy to code in, a few hours work tops would be my guess.


Unless everyone agrees that upgrade should be pulled back a bit even as a forge purchase.

I agree that another similar item would work.
Arrew

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Reply with quote  #18 

I think that stock Artemis should be different from Forge. But this is just an idea, and while I know it's kind of contrary to what you've said let me know what you think. If the upgrades aren't powerful I don't really see any point in them being in there at all really.

Anyway just some thoughts what do you think?

  • Reduces the size of the Upgrade button by 40-50% and put it on the side of the screen.
    (REASON; It’s kind of an addition to the game play and not central to it. The interface should reflect that.)
  • At least 50% of anomalies give 1k energy.
    (REASON; Nothing is more boring than OOMing on energy. Struggling to an anomaly just to get an upgrade instead of energy would be like a kick in the space whale tenders. Also 1K because people never really burned out their ships due to anomalies, there are some stories about from quests but not really anomalies.)
  • Other anomalies could still give power, say 500, and an upgrade. Thoughts?
    (REASON; See above.)
  • I’d suggest that upgrades be powerful but short lived. Instead of a 10% buff for 5 minutes, more like a 100% for 10-30 seconds. 
    (REASON; Most of the buffs, the 10% ones, are hardly noticeable. A big buff could then replace ones like the instant scanning.)

          I don’t know what people will think about it, but it’s just an idea. For example.

  1. 100% to beam recharge for 30seconds.
  2. 100% to torps for 30 seconds.
  3. 100% to shield recharge for 30 seconds.
  4. 100% to impulse and manoeuvring for 30seconds.
  5. 100% to warp or jump for 30 seconds.
  6. 100% to scanning for 30 seconds.
  7. 100% DamCon speed for 1 minute.
  8. 100% To coolant for 1 minute.
  9. Replenish DamCon teams if they are less than full or gives 1K power
  10. Instant surrender enemy ship

 

By my calculations that gives you a 5% chance to get a specific upgrade.

Mike Substelny

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Reply with quote  #19 
Quote:
Originally Posted by ryleyra

Quote:
Originally Posted by Mike Substelny
I thought it sounded better and made the game more immersive and less like an arcade game.


And ironically that's just what it is being accused of being MORE like. [biggrin]


Right now it is more arcade like, since the new objects have not yet been incorporated into the mini-missions. They are just scattered around like Pac Man Power Pills.

Quote:
Originally Posted by ryleyra
I do like the idea of trading one thing for another, though.


And I hope that some day you will be able to do that, but I cannot promise when it will happen.




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Arrew

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Reply with quote  #20 
LOL Artemis pac-man.
Yeah those ghosts had better run when I get my 10% power up [wink] .
I can just imagine flying around to some midi soundtrack. [smile]
ryleyra

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Reply with quote  #21 
Quote:
Originally Posted by Mike Substelny

Right now it is more arcade like, since the new objects have not yet been incorporated into the mini-missions. They are just scattered around like Pac Man Power Pills.


Yeah, and making them more visible didn't help with that.

Maybe we should completely change the anomaly interface. Add a button to "scan for anomalous readings". (Just called "Anomaly") Clicking on a location on the map will scan that area. It could sweep out an arc to show just how much area is covered. If there is an anomaly in that area, it will appear, along with its upgrade type. The crew can then decide if they want to fetch that anomaly or not.

This could actually be expanded to give it more functionality. If a ship is cloaked, the scan might reveal a cloaked ship in that area. Ships in nebulas could be hidden, as on the LRS screen, and scanning them with the Anomaly setting will reveal them.

This would give the Science officer more to do, as Anomaly scans can still be performed after all known ships are identified. And this would make the Captain's Map less effective at handling Science tasks, as it can't perform the Anomaly scan. (Although it could make use of the information revealed by it)

I really think that in some way Science should be involved in searching for anomalies, in a greater way than just "there's that dot right there, fly towards it".

Longbowman1346

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Reply with quote  #22 
Ye Gods,
I love this IDEA right here!  Science console is near and dear to my heart...  I love the idea of giving it more to do!!!  So Say We All!  Make it so!!!


........please.



Yeah, and making them more visible didn't help with that.

Maybe we should completely change the anomaly interface. Add a button to "scan for anomalous readings". (Just called "Anomaly") Clicking on a location on the map will scan that area. It could sweep out an arc to show just how much area is covered. If there is an anomaly in that area, it will appear, along with its upgrade type. The crew can then decide if they want to fetch that anomaly or not.

This could actually be expanded to give it more functionality. If a ship is cloaked, the scan might reveal a cloaked ship in that area. Ships in nebulas could be hidden, as on the LRS screen, and scanning them with the Anomaly setting will reveal them.

This would give the Science officer more to do, as Anomaly scans can still be performed after all known ships are identified. And this would make the Captain's Map less effective at handling Science tasks, as it can't perform the Anomaly scan. (Although it could make use of the information revealed by it)

I really think that in some way Science should be involved in searching for anomalies, in a greater way than just "there's that dot right there, fly towards it".


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ryleyra

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Reply with quote  #23 
Well, this is a pretty major interface change, so it may take another release to implement. I'm also open to other suggestions. For instance, I thought of a popup table that would show bearing and distance to each anomaly, along with its type. You would go there, and it wouldn't be visible, so Science would conduct a "scan" which would show the anomaly so Helm can pick it up.

Alternately, clicking a button on Science could show a "topological map" which shows various areas of the sector in colors. As above, fly to the darkest area of color and do a scan and it shows up.

I'm just brainstorming. [biggrin]

One thing I'll note is 1) it should be possible to locate the nearest resource of a given type at any distance and 2) you then have to get closer and do something else. I don't like the idea of just having to pick up anomalies and find out what they are after the fact.
 
Xavier Wise

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Reply with quote  #24 
Quote:
 I don't like the idea of just having to pick up anomalies and find out what they are after the fact.


It would be great if different types of anomalies used different generic meshes. That way, you would have to "visually identify" the anomaly on 
main screen. Can you imagine doing the whole:

Science: "Sir, we are detecting and anomalous reading"

Captain: "On screen... what do you make of it Ensign?"

Science: "Looks like... a garbage pod..... it's a smegging GARBAGE POD!"

(ok, so I went a little off tack there...)

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ryleyra

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Reply with quote  #25 
Quote:
Originally Posted by Xavier Wise

It would be great if different types of anomalies used different generic meshes.


I had the same thought. [biggrin]

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