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Posted

If you haven't seen it on an item then it's not possible.

I'm sure there are plenty of things that are possible that we havent seen. For example when Ceiu was developing the Kojima thing, it had several new setting aspects that werent seen.

 

Same thing for sysop leetness, there are things in there that havent been really seen, but very possible. Not saying to make it an item, but just stating that there are plenty of things that we havent seen that are possible. New point defenses are definitely possible and there, but not purchasable, of course some of them would need tweaking, but a different kind of PD would be nice. Mabe one that shoots out lvl1 prox bombs or reps every 3 seconds when an enemy is nearby or mines every 5 when you back up, etc. Something not overpowered, but still sig worthy.

 

Or even have a nonsig PD that shoots out like lvl2 nonstop, no bounce

There is very little left in the game protocol at this point that hasn't been explored. Almost anything "new" at this point would end up being variations and combinations of existing mechanics. Take the kojima boosters for example. It used the same technique as a bunch of the other FTL methods, just changing some numbers around. The associated properties were just to make it so only people with the item could use the commands. What you suggest about the different kind of PDs is just that, changing some numbers around. Sysop leetness as I recall was just summoning in reverse. Having things like a time-based damage limit would require a change to the underlying mechanics of how the game works. Similarly, there is no way to have an item increase "maxenergy" because that doesn't exist. The maxspeed and maxthrust properties are just there to dictate afterburner performance.

 

Saying things like "you don't know every aspect of asss" is funny because collectively, we pretty much do at this point.

Posted

Imo buff the jedlik and naq gen. Those suck.

 

You should just make ships have stat distributions. Like every 500 exp you get to buy an item that gives you a certain stat like gunlevel or +2 speed, which would cap at like 20k exp or something. There could be stat resets for a certain amount of money or something too. That way people can have actual customized ships. At this point I see mostly the same items used.

Posted

Buying stats to a limit of providable status like if you want 2 stats for %100 percent only to sacrifice the others? That sounds interesting!

 

hmmm, lol... expensive upgrades...

Posted (edited)

Buying stats to a limit of providable status like if you want 2 stats for %100 percent only to sacrifice the others? That sounds interesting!

 

hmmm, lol... expensive upgrades...

 

Yeah I think stat allocation on ships would make the game pretty interesting too. Not only things like speed but like gun delay and gun armor too. You could have super high gun speed and low bullet energy, but all your other stats would suck. That'd be super fun imo.

Edited by omni
Posted (edited)

Yeah I think stat allocation on ships would make the game pretty interesting too. Not only things like speed but like gun delay and gun armor too. You could have super high gun speed and low bullet energy, but all your other stats would suck. That'd be super fun imo.

 

Hmm, I agree. I do like ideas of buying your stats, like to say, upgrades get more expensive, limited amount of upgrades.

 

I mean after awhile the equipment gets boring and I've been through the whole list of items a few times. Tried them on and changed.

Edited by Wolfie
Posted

Perhaps back then having customized slots was boring, but if you add it into the current system and make it a sig, there's a chance it might not be as uniformed. I'm not sure how it was done back then, was it one ship gets 10 slots or something like that?

 

If that's the case, you can assign the slot to a given category, armor, guns, bombs, etc. and then assign the stats to an array of available options, given the category.

Posted (edited)

Perhaps back then having customized slots was boring, but if you add it into the current system and make it a sig, there's a chance it might not be as uniformed. I'm not sure how it was done back then, was it one ship gets 10 slots or something like that?

 

If that's the case, you can assign the slot to a given category, armor, guns, bombs, etc. and then assign the stats to an array of available options, given the category.

Back in the day, ships had 10 slots for upgrades: energy, recharge, thrust, speed, rotation, and shrapnel. Each upgrade maxed out at level 5. If you paid $50k, you could get a 5-slot enhancer, and if you paid $200k, you could get a 10-slot enhancer. Every single ship build involved 5 energy and 5 recharge (and if you used bombs, i.e. all ships except for 1, 3, and 8, having 5 shrapnel was standard too). Assuming you had a 10-slot, that left you with 5 to 10 points to put to maneuverability upgrades. If you were a baser, you might have one or two points more of rotation than thrust or speed, compared to center-er's, but that the closest thing to "diversity" back in the day.

 

Upgrading guns and bombs was independent of the 10-slot system, but it was very un-diverse as well. Pretty much, if you were a baser, you had level 1 weapons (unless you were a bomber, in which case you'd have level 3 guns solely for the shrapnel), and if you were a center-er, you had level 3 weapons.

Edited by Bomook
Posted
If something along the lines of purchasing this slot item, it becomes a sig, then you have to choose which category it belongs to, then depending on the category you have X amount of points to use to enhance your ship, and you have only Y many options in that category. I think that could potentially lead to a very large potential of new ships in the zone, depending on what the options are.

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