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techbear

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Reply with quote  #1 

I'm pleased and happy with the mileage people are getting out of mission scripts.  But plenty of people still play the standard randomized game modes, and I feel they are getting stale.

For any of these game modes,

Siege
Single Front
Double Front
Deep Strike
Peacetime
Border War
Infestation

Please use this thread to suggest small changes that would "freshen" these modes, or get players to look at them in new ways.

Thanks!



ryleyra

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Reply with quote  #2 
Peacetime definitely needs more to liven up the action. Taking a cue from my Simple Sandbox, the bases could offer voluntary missions that the players could choose between, allowing them to pick missions that would result in either an intense combat heavy session, or a relaxing, seek and destroy or exploration type session. I know you're also looking to add resources trade to the game, so that could be the focus in this mode. Another option is for the players to find something in the sector and trigger it and it causes an attack or invasion.

The Border War scenario has a "double wave" setup where you spend part of the game preparing for the attack, giving you time to run side missions and take advantage of the upgrades and allied ships. Maybe the Invasion scenarios could have a wave arrangement as well. You could either delay the attack to give the players time to run some missions, have a second wave strike after the first one is destroyed, or even have multiple waves, with the players given goals (destroy the enemy communications satellite) to delay the upcoming wave by a few minutes.

I like the "role reversal" mission like Border War and Deep Strike where you strike at the enemy, and get the chance to deal with enemy bases. However, I haven't played those modes enough to make any suggestions.

Maybe you could differentiate the "neutral" side a bit more, and have Civilian ships and bases possibly cause trouble for the TSN player ship. Not directly attacking, but not allowing them to dock until a task is performed or refusing to follow directions (and not acknowledging it) because they're carrying contraband. And Pirate NPCs and bases might be interesting in regular missions. (Or standard ships/bases that turn out to be pirates)

There should be more options for Ximni ships too. TSN bases might be harsh with them, while civilian bases are nicer and give more support. Ultimately, I would like to see Ximni sectors that TSN or Ximni ships can patrol which have Ximni bases and NPCs. Or even allow Ximni or TSN ships to appear on the enemy side.
Charlie

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Reply with quote  #3 
Bring in enemies in multiple waves. 
Bring the Skaraans in several minutes into the match or multiple waves. 
Add Torgoths in early waves.
Add Skaraan escorts to some groups.
No weapons in warp.
Warp field collapses about 6k distance to other massive objects.
Recharge time after warp collapses.
Enemy recharges or recycles shield modulations over time(scan would go dark and need rescanned).

LawsonThompson

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Reply with quote  #4 
Delay Elite spawns: In the default game modes, we've often had to restart missions for newbie crews because they got pounced on by a stealthed Skaraan moments after starting. Some logic to block Elite attribute ships from spawning within 10K of bases would be nice!

GM Features: Have a GM module available in the random modes, perhaps a default dat\Missions\MISS_Default_GM script that would also load with the randomized missions. Any scripted GM commands and buttons would be usable on the GM screen. There have been times I've wanted to add another random fleet, tweak time remaining, or have pity on a crew and give them energy, etc. 

Fighter Replenishment: We're going to stop using Fighters on our convention bridge (as paid seats). Newbie captains need a lot of XO hand holding to know when it's safe to launch fighters. The main problem with fighters at conventions is they're too easily depleted from bases, leaving the fighters with literally nothing to do except play blackjack. I'd prefer an option to have unlimited fighter rebuilds for the newbies, or have a fighter bay continue to work as a light beam turret when fighters are depleted.



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Xavier Wise

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Reply with quote  #5 
Having enemies come in waves would be cool. If you did something like double the enemies spawned, but have them come on in three waves, it would add an interesting challenge/ change of pace.

Being able to keep the level the same but increase or reduce the number of enemies present would be fun as well. Linked with waves, it would make for tougher engagements.

Specifiying a particular race to attack would be interesting e.g. Skaraan ships only, Kralien ships only, or "mod race 1" ships only. There are a few additional races in the TSN Mod and to have just that race attack, instead of the Kraliens/Skaraans etc would be cool. Of course, having an attack just from Torgoths would also be interesting (a hunting party for example).

Another tweak - specifying the number/type of bases that spawn in game. A siege where you are defending a single base might be interesting (like a civilian base) or only having a certain base type spawn (for example, spawn only industrial bases). I think this would then give an opportunity to create little stories - your crew is defending manufacturing facilities for the war effort, or you've responded to a distress call from a civilian base under constant attack.

Border War - reinforcements could come in part way through instead of/in addition to having the first wave and the rest all around bases.

Deep Strike - maybe add objectives like destroy an escaping transport/comms relay/ship to win automatically rather than clear the whole sector.  On high levels (9 or 10) it can become a real grind. This could also be added to border war, where you have to destroy particular bases to win.

I think some of these would help tailor games or different abilities, from seasoned veterans who want wave after wave of enemies or the challenge of standing toe-to-toe with a party of Skaraans, to the newer crew who want the chance to get to grips with fleets of Kraliens, or have more enemies at lower levels.

Not a tweak.... but an idea of a new/additional mode (and probably not a small change):
Evacuation: 

Players have to defend bases whilst transports evacuate them. The players have to wait a random amount of time per base. Once the timer on the base ends, a transport is launched and makes way towards a specific sector edge. On launching a transport, the base also "goes offline" and disappears (no longer supplying the players, so making the mission challenge increase). Once all bases are gone (evacuated or destroyed) and all transports clear (again, evacuated or destroyed) the mission ends. 

I think a mode such as this would need waves of enemies that spawn when the number of enemies reaches a certain level (rather than on a timer). It would mean players would have to think about whether they destroy all enemies or whether they simply tie them up and keep them at bay.

Come to think of it, this might suit a mission script.

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Fish Evans

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Reply with quote  #6 

some slightly improved AI would help

Pirates that go after Friendly shiping over stations

Enemies that will attempt to evade players or run away after taking damage.

A few new Elites/Types (Rotateing shiled harmonics anyone?)

I had an idear for a "Skiper" missile - it would only ever show up as a number of anoamilys that you would have to scan down and would not appear until about 50% of the enmies in the sector had been dealt with.. every minuet or two it would jump randomly in a 70 degree arch towards the nearest stations and spawn a few more decoy anoamiles, eventualy it would get with in 10000 units of the station, where it would move to a fixed distance from the station.. wait for a minuet or two to "power up" then launch its self at the station causing an AOE explosion - asuming it had not been hunted down. this allows for later game crises to emerge.

further steps to improve nebular and sensor "effects" (including setting the deafault sensor range to something thats not the whole map, but making it clear what the sensor range is on sci)

Further Station Missions - a station that has taken some significant damage might need a new mcguffin to repair it or restore producion abilitys.

an aparently bigger play space. (or attual)

Planets with there own demands (or just for eyecandy ingame)

Peace mode - Contraband with perhapse a Libary computer function to see if a ship has a licences to carry firearms etc.

Ships that are infact enemy ships pretending to be friendlys to steal stuff from stations (want those nukes?.... to bad! - again link to libary computer to help detect frauds as in C34 is a Transport ship on scans but is listed as a registered sci ship in the computer?)

Mineing to provide stations with raw supplies for normal or "super" weapons.

More reliable netcode so tractors dont end up rubber banding ships online and the client does not lie to you about things due to low power settings/manovering angles.

Drones MORE DRONES the TSN increased the number of drones the game throws out significantly and we have found it to be quite fun. though I would say that having a maximum range on them might be a good idear so they despawn after a bit, but perhapse move at warp 1 after some acceleration.

allowing Science / Comms to buff/debuff the ship or enemyships. (Virus that disables elite abilitys for 30 seconds?)

Some of these I know are low hanging fruit, others not so much... may have further idears later.

 

notsabbat

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Reply with quote  #7 
Quote:
Originally Posted by LawsonThompson

Fighter Replenishment: We're going to stop using Fighters on our convention bridge (as paid seats). Newbie captains need a lot of XO hand holding to know when it's safe to launch fighters. The main problem with fighters at conventions is they're too easily depleted from bases, leaving the fighters with literally nothing to do except play blackjack. I'd prefer an option to have unlimited fighter rebuilds for the newbies, or have a fighter bay continue to work as a light beam turret when fighters are depleted.


This is a general negative to the game as a whole, since I have a lot of people that really like fighters, but its all to easy to end up without any to fly.

Maybe instead of having to get more, maybe have the fighters rebuild inside the mother-ship. So if your fighter gets destroyed you would have to sit through a double length refit as the onsite ship production facilities makes another one. Jut a thought, but it would mean that people wont have to worry about not being able to play their station.



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notsabbat

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Reply with quote  #8 
Adjustable map size could be cool to play around with.
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clavestone

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Reply with quote  #9 
A single Pirate type base - modified civilian or industrial base with short range beams for defense. Pirate ships will reload 25% faster then other ships docked but may cost pirate something. 
"Aye, we be refillin' ya faster, but it'll cost ya one of yer nukes and a keg o'rum"

Have ability to choose enemy aka Hedgemony, Pirate, or Ximni forces as a selection to any other mission



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Longbowman1346

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Reply with quote  #10 


Fighter Replenishment: We're going to stop using Fighters on our convention bridge (as paid seats). Newbie captains need a lot of XO hand holding to know when it's safe to launch fighters. The main problem with fighters at conventions is they're too easily depleted from bases, leaving the fighters with literally nothing to do except play blackjack. I'd prefer an option to have unlimited fighter rebuilds for the newbies, or have a fighter bay continue to work as a light beam turret when fighters are depleted.


Amen...  it is the worst feeling to have a player who paid to play, end up sitting out a large part of the game because the captain doesn't dock enough or the fighters at stations are gone.  Is there a chance to create a "build fighters" option for the Comms officer to choose?

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Longbowman1346

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Reply with quote  #11 
Would really love to see a beefed up GM mode that allows some great "off the cuff" gameplay that can be used at a con to shake things up but can be adapted for different levels of player experience.
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parpar88

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Reply with quote  #12 
Quote:
Originally Posted by Longbowman1346


Fighter Replenishment: We're going to stop using Fighters on our convention bridge (as paid seats). Newbie captains need a lot of XO hand holding to know when it's safe to launch fighters. The main problem with fighters at conventions is they're too easily depleted from bases, leaving the fighters with literally nothing to do except play blackjack. I'd prefer an option to have unlimited fighter rebuilds for the newbies, or have a fighter bay continue to work as a light beam turret when fighters are depleted.


Amen...  it is the worst feeling to have a player who paid to play, end up sitting out a large part of the game because the captain doesn't dock enough or the fighters at stations are gone.  Is there a chance to create a "build fighters" option for the Comms officer to choose?


Can the GM give fighters to the ship or to stations so this doesn't happen?

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Mike Substelny

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Reply with quote  #13 
A.I. Pirates need to be a thing in all randomized game modes:
  • Enemy Pirates will prey on civilian ships.
  • If destroyed Enemy Pirates will drop some loot, like some monsters do.
  • If Enemy Pirates are surrendered the players will collect a bounty, adding to the crew rating at mission end.
  • Enemy Pirates will give players mini missions, e.g. "Bring us a (Carapaction Coil/Tauron Focuser/etc.) and we will join your side."
  • If players deliver the reward the Pirate ship will become a neutral that responds to Comms. orders.
  • Enemy Pirates should have several special story captains available. We can discuss these offline so they will be a surprise to the players.

Neutral Science Vessels should have special Story Captains. I coded two examples in mission scripts:
  • The script Armada IV includes the "Mad Scientist Situation." It's similar to Godzilla vs Monster Zero because the Science Vessel is conducting experiments to control space monsters. The players are ordered to help with the experiment, which is likely to go awry and end in rampaging monsters. [wink]
  • In Mission to Hell a Science Vessel is searching for an artifact of the Kralien gods. Of course the players are ordered to help. Finding the artifact could trigger several forms of mayhem which we can discuss offline.

Skaraans should have special story captains, which we can discuss offline. These could be used in Peacetime missions.

Peacetime Mode ought to be updated to make good use of Pirates, Skaraans, and Science Vessels.

Infestation Mode would be a lot more fun if BioMechs were tweaked to be a bit less enigmatic, so Communications would have a useful role. Also add those peacetime Pirates, Skaraans, and Science vessel story captains and Infestation could be very challenging.

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parpar88

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Reply with quote  #14 
Personally I would love to see the other side. I know Kraliens, Torgoths and Arvonians are pretty simple to be played by players. How about a new playable faction like the Skaran's. I would love to play on a Skaran ship. At ship selection we could customize our ships with the elite abilities. Maybe have alternate interfaces. I am sure the other races would not design their stations the same ways the TSN would.
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Reply with quote  #15 
Quote:
Originally Posted by Longbowman1346


Fighter Replenishment: We're going to stop using Fighters on our convention bridge (as paid seats). Newbie captains need a lot of XO hand holding to know when it's safe to launch fighters. The main problem with fighters at conventions is they're too easily depleted from bases, leaving the fighters with literally nothing to do except play blackjack. I'd prefer an option to have unlimited fighter rebuilds for the newbies, or have a fighter bay continue to work as a light beam turret when fighters are depleted.


Amen...  it is the worst feeling to have a player who paid to play, end up sitting out a large part of the game because the captain doesn't dock enough or the fighters at stations are gone.  Is there a chance to create a "build fighters" option for the Comms officer to choose?


Fighter replenishment at bases is an easy problem to solve with a mission script, especially if you have a game master. But if captains never dock their is no solution.

To force captains to dock more often, I set a higher difficulty level (5-7) then Nerf the enemies by dialing down their weapons, shields, and speed. This has the effect of giving the players an easy mission with a wider variety of enemies but faster energy consumption. The captain must dock more often or run out of gas. It also gives them an inventive to not intentionally nuke their own bases.

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