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Arrew

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Reply with quote  #1 
I know there are many feature requests from the very good to the, well odd. After “discussions” on a thread about strategy these issues came up.

While I expect little to come of them, unless Mike gets involved, here they are anyway. If you have an opinion one way or another please comment.

PVP- How to stop a warping ship.
There should be a way to “knock” a ship out of warp. One idea is that this is the effect that Plasma Torps have on player ships even with their shields up. Perhaps by damaging the engine nodes.
The problem is that at Warp torps can’t catch up with the ship. Perhaps if the detonated at a range, such as 1000k or 500k from the target, and then affected the selected target. I think that would allow it to hit warping ships.

Hommings
Hommings are relegated to energy reserves unless they do more damage. Using jump I’m fine with energy reserves but I know others aren’t, so I’m just adding this in for those that Warp.

Targetable Torps
You can shoot down drones but not torps. The only problem with making torps being able to be shot down is that they would basically be useless in PVE. I suppose the TAK ave anti-torp already, as well as jump and cloak so perhaps that's enough. But it did come up so I'm mentioning it here.

Stealth
I’m becoming a fan of limited sensors but perhaps the game could do with more of a stealth mechanic. We all know the trek idea of hiding in a nebula or above a magnetic pole. We could do with something like that.
Enemy ships in nebula’s are invisible on the captains map but visible to science. Perhaps they should be invisible to Science too except at a closer range.
With limited sensor range settings available if you wantm I’m not sure if this is a good suggestion but I thought I’d say it and see what people think. I’m sure you guys could come up with something better...

Please let me know what you think or add your own suggestions?
ryleyra

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The Skaraans have Anti-Warp capability, maybe players could get that ability as an Upgrade.

I've always said Warp should have a spin up period, and take longer to accelerate. I have put together a mission that simulates this, maybe I should post it.

Ships in nebulas ARE visible on the Captain's Map. It's LRS that can't see them. There have been a lot of discussions about this, including the idea that nebulas block sensors, as in Empty Epsilon.
Arrew

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When you say anti-warp do you mean the purple tractor beams?
ryleyra

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Purple tractor beams, or the sparkly effect, whatever the graphic is.

There could also be an option to disable Warp/Jump, or prohibit it when the ship is hit. I'm not a PvPer, so I wouldn't be the one to ask about details.
Arrew

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Tractor beams are the purple ones. Sparkly is shield drain. FYI
janx

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I think there should be no Omniscient stations (ala the Captains Map or Science sometimes).

Everything shown should be limited to Sensor Range.

Further, Science LRS should not detect anything in a Nebula.  Nebulas are for hiding in.  That enables stealth and surprise, which aren't possible if you can see everything.

Sensors should be limited to Line of Sight.  Meaning, if I hide behind a planet (or asteroid), you can't see me.  That gives players another place to hide on the otherwise wide open map.


Arrew

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Gods please MORE enemy types!

You can make a new class using existing midels, it takes two minutes to add it to the vessel data.

EG
Use the Kraliens Battleship, take of the beams and give it multiple Drone launchers. Presto a Kraliens Missile Cruiser of sorts.
janx

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Quote:
Originally Posted by Arrew
Gods please MORE enemy types! You can make a new class using existing midels, it takes two minutes to add it to the vessel data. EG Use the Kraliens Battleship, take of the beams and give it multiple Drone launchers. Presto a Kraliens Missile Cruiser of sorts.


Along that line, all ships should be playable ships or enemy ships.  EmptyEpsilon sounds like it gets that right.

from an object oriented development perspective, it seems like Enemies and player ships were made with different constructs.

a BVB game should let us play Kraliens vs TSN for instance
ryleyra

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Reply with quote  #9 
Quote:
Originally Posted by janx

Along that line, all ships should be playable ships or enemy ships.  EmptyEpsilon sounds like it gets that right.

from an object oriented development perspective, it seems like Enemies and player ships were made with different constructs.

a BVB game should let us play Kraliens vs TSN for instance


Yes, but Empty Epsilon, from what I have seen of it, is mostly one on one combat. There are very few fleets of enemies. Which would actually be an inconvenience, since from what I can tell the Science screen cannot be zoomed in on. It would be difficult to actually pick out the individual enemies in a fleet.

Artemis is based on the old game Super Star Trek, which featured one ship against dozens of enemies. That always seemed unrealistic to me, but it's necessary to make the game last longer. Empty Epsilon, I think, accomplishes this by having a "fighter" class, which is numerous but very weak.

I would like the opportunity to play the other side in BvB, although I think only the Skaraans would be playable. The Kraliens most definitely would not be, unless you completely change their level of technology. If you want to try that out, though, all you need to do is add Skaraans to the list of player ships.

ryleyra

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Reply with quote  #10 
Also, anything I have to say on the Science station is in the post "Time For Another Look At The Science Screen?" I won't duplicate that post here.
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