spidernl Posted February 27, 2011 Report Posted February 27, 2011 (edited) Since people have always asked for some kind of (b)log on item changes, I'll post mine here. I'm also open to suggestions posted in this thread (or elsewhere), but please, put some thought into them. We don't need items that significantly blur the lines between several item types (Addons/Armor/etc).Something that adds to build variety without making existing item combinations obsolete is what I'm looking for. Edit: Oh, and be nice and stick to existing mechanics when suggesting items. 9/10 times new mechanics are eitherimpossible to implement or unwanted, so you're wasting both your own time and mine. DISCLAIMER: (Mainly) new items can be slightly changed or even completely overhauled shortly after introduction. If you want to be certain the item you buy is the item you get to keep for a long time, wait a few days and you'll likely be 'safe'. Edited June 15, 2011 by spidernl Quote
Gradius Posted February 27, 2011 Report Posted February 27, 2011 What about an emitter that makes special items more efficient. Quote
spidernl Posted February 27, 2011 Author Report Posted February 27, 2011 rofl Hey, he's not suggesting a 5 delay 0 energy cost level 4 bomb like some other people on this forum like to.Or were you laughing at me, if so, why? Quote
Gradius Posted February 27, 2011 Report Posted February 27, 2011 I don't know what I said was funny, either that or he has just a bad sense of humor. Quote
Samapico Posted February 27, 2011 Report Posted February 27, 2011 How would you "make special items more efficient"? They don't take any energy to fire, their delay depends only on the bomb delay, and their behavior can't be changed much... Quote
spidernl Posted February 27, 2011 Author Report Posted February 27, 2011 How would you "make special items more efficient"? They don't take any energy to fire, their delay depends only on the bomb delay, and their behavior can't be changed much... He could mean cloak/xradar/stealth/antiwarp. Oracle and System Optimizer already cover those quite well though, in my opinion. Quote
Gradius Posted February 27, 2011 Report Posted February 27, 2011 Still takes a chunk of recharge away though, oracle only covers xradar. Shell covers most yea, but only a small amount, system op added to it, well sure.. but it's very little. Quote
Cheese Posted February 27, 2011 Report Posted February 27, 2011 (edited) Moved here. Edited February 28, 2011 by Cheese Quote
omnomnom Posted February 28, 2011 Report Posted February 28, 2011 +------------------+ | Afterspace Drive | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $22000 | $17600 | 2600 | 12345678 | 1 | None | Sublight Drives | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | The Afterspace Drive focuses on afterburner capability as a priority. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | speed | +1 | | maxspeed | +4 | | thrust | +1 | | maxthrust | +5 | | rotation | +1 | | afterburner | -5 | +------------------+----------------+ Quote
Cheese Posted February 28, 2011 Report Posted February 28, 2011 (edited) Moved here. Edited February 28, 2011 by Cheese Quote
Cheese Posted February 28, 2011 Report Posted February 28, 2011 (edited) Moved here. Edited February 28, 2011 by Cheese Quote
spidernl Posted February 28, 2011 Author Report Posted February 28, 2011 February 28 2011Modified Semiwarp Burners significantly to make it more viable for offensive use and slightly less viable for running away.Semiwarp Burners and Maxwell Infusers now both have the Afterburner item type, making them incompatible. Quote
Acer Posted February 28, 2011 Report Posted February 28, 2011 Nice, finally some change to make the game more fun. Honestly is there anyway we can get items for lanc which would promote turreting? I'd love to see that back. Quote
spidernl Posted March 1, 2011 Author Report Posted March 1, 2011 (edited) March 01 2011Small modification to Semiwarp Burners weapon energy cost increases, re-ordered the properties to be more readable. Edited March 2, 2011 by spidernl Quote
spidernl Posted March 2, 2011 Author Report Posted March 2, 2011 (edited) March 02 2011Added the Phoenix Missile. It should be a nice addition to the existing base-oriented bombs.Increased Phoenix Missile's delay.Increased Phoenix Missile's energy costs. I'm going to dedicate my time to finetuning the items I added (and maybe others) before adding any new ones. Edited March 2, 2011 by spidernl Quote
Cheese Posted March 2, 2011 Report Posted March 2, 2011 ffs yet again, my bomb is raped before uploading Quote
spidernl Posted March 2, 2011 Author Report Posted March 2, 2011 ffs yet again, my bomb is raped before uploading If you suggest all kinds of unbalanced, complete nonsense items, there's bound to be a released item that has one or two out of 10 properties in common. Quote
BZAP Posted March 3, 2011 Report Posted March 3, 2011 (edited) How about a mount that provides a small bonus but no items? It will cut down on item spam and should appeal to the dueler types. Auxiliary Battery-2 mount+10 points of health-20 antiwarp cost-20 xradar cost Might I also suggest adding a small negative bonus to energy scanner (-10 health, bomb damage) to reward pilots who duel without it thumbs up on the new additions by the way. I like them. Edited March 3, 2011 by BZAP Quote
Sharpflame Posted March 3, 2011 Report Posted March 3, 2011 Is it too late to suggest a more versatile gun? I'm thinking in terms of ship compatibility and also in terms of multifire. Like this:Gun available on most shipsGun has differing multifire / singlefire delay and energy costsGun is not all that powerful but can still be used skillfullyI was thinking something like L2 non-bouncing bullets with a Multifire delay/energy cost just a tad higher than your typical multifire gun, and a singlefire delay/energy cost a bit higher than, say, phaser. This way the user gets the option to switch between range and nonrange without having a gun that's ever actually stronger than somebody playing a more consistent gun. I think it sounds neat. If anything, a very slight difference between the multi/single so if the player really wanted to use singlefire for a minimal boost in efficiency, they could. Quote
spidernl Posted March 3, 2011 Author Report Posted March 3, 2011 (edited) 03 March 2011Although I didn't plan to, I decided to add a new item: Kinetic Barrier.Enjoy. 04 March 2011 (00:03 )Fixed Exoskeleton: | inactiveshrapdam | -1 | ->| inactshrapdamage | -1 | You'll find Exoskeleton now truly reduces inactive shrapnel damage. Edited March 3, 2011 by spidernl Quote
PlayWolf Posted March 4, 2011 Report Posted March 4, 2011 I was expecting more of a fix then a simple character movement to the right. Quote
spidernl Posted March 4, 2011 Author Report Posted March 4, 2011 I was expecting more of a fix then a simple character movement to the right. Sorry to disappoint. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.