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mini poll  

11 members have voted

  1. 1. what items do you want?

    • guns/bombs/mines(not pd)
    • drone/turret deployers
    • Drone and Turret Armor/AI packs/Abilities(makes drones more controlable or more stronger or have more abilities))
    • emitters
    • reactors
    • Cobalt-Type items
    • addons
    • FTL
    • alien tech
    • armor
    • consumables
    • mounts
    • boosters
    • sublight engines
    • capacity
    • summoner type(not just normal summoner or evoker)
    • parasite/nanoite swarm-type items(items that give you stuff after you do a number of kills
    • other(message me to tell me)
  2. 2. exp requirements of items/signature or non signature

    • 0-1000
    • 1000-2000
    • 2000-3000
    • 3000-4000
    • 4000-5000
    • 5000-6000
    • 6000-7000
    • 7000-8000
    • 8000-9000
    • 9000-10000
    • 10000-150000
    • 15000-20000
    • 20000-25000
    • 25000+(doubt you can get it)
    • signature?
      0
    • non signature?
      0


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Posted (edited)

1.theres a lot of items i want to be added so im trying which ones are the best because i dont buy lists too big

2.everyone plz reply so i get ideas

3.i may also suggest new modules to be programmed and added so some of my item ideas will work properly

4.if my posts or this topic looks wierd plz dont complain im new to fourms

5.polls:i dont gareentee doing what you want but il try

thats all have fun! :)

Edited by kevinz :D
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Posted (edited)

Actually, if people voted for what they wanted most it'd make me really happy and influence my item-making.

Possibly.

Maybe.

There's a chance that would happen.

You never know.

 

Edit: What's a booster?

&Voted for Addons, Emitters, 15000-20000 exp, sig & nonsig.

Like a boss.

Edited by spidernl
Posted

ilook foward to getting the following item:

 

 

Super item pack - max out your ship with everything

25000 exp

$5000000

Posted

super item pack-too strong and expensive,not in my favor but spidernl maybe you can get a picture of how it works?

darkmatter mines:

disp:a mine so strong it can kill normal ships in 1 blast,has a built in energy reserve so you have enough energy to fire it,also has a e-thruster so you can get away when you deploy it

energy usage:1000

damage:1500

reload time:10 sec

price:10k exp and 70k money

signature item!

thrust:-1

speed:-1

energy:+1

pushback(the amount it pushes your ship back when you fire it):12

 

 

 

 

 

also ships should carry a bomb AND a mine(there should be a bomb and mine catagory and ships should have seperate bombs and mines and ships should use the mine's properties when you mine and use the bomb's properties when you bomb,also this may need a additional moudule for this to work

Posted

[quote name=kevinz :D' timestamp='1307645172' post='275643]

how about a warp drive that takes your ship to any coord but not anywhere close to a flag room?

il post more about this later now its hyperspace time!

 

The idea is somewhat interesting. Although I think the current FTL do their job just fine. Any more accurate than TW Key's "center coordinates" is a bit too exploitable.

The darkmatter mines - settings don't work that way. I can't make something do "1500 damage", it's dependant on level (to some extent), shrapnel (level), etc.

Posted

also make dark matter mines have atleast 10 shrap

and there should be dark matter bombs with 1000 nrg cost L4 bomb 15 sec reload 25 shrap L3 shrap and prox

Posted (edited)

I would really like to see some signature items at 3-5k experience designed for people who started late in the reset (like me).

 

In particular I would like to see lower experience sigs in sublight, reactor, guns, emitters and addons.

 

These items should be better than non-sig items, but not necessarily compete against later experience sigs. Or they should be different enough from the later experience sigs to provide a reasonable alternative.

 

EDIT: The poll is NOT broken, people voting for everything are breaking it.

Edited by Arry
Posted (edited)

For the most part players viewed ammo as a hassle and unfun. Sometimes it's better to abstract reality, that is, remove elements of reality that are considered a hassle, when making computer games. I don't know any military, or law enforcement officer who wouldn't love to have a magical gun that never ran out of bullets if such a thing were possible. People come to escape the boredom of the real world. Having magical guns that shoot never ending bullets and bombs is just part of the fantasy we happily indulge in.

 

When an idea that was so thoroughly unliked as ammo gets put back on the shelf because of popular outcry, it's not going to go over well the second time either. There would be even more outcry, people quitting, etc than there was the first time the idea was implemented.

 

I'm guessing as an item designer the draw of ammo is that it gives you one more variable to play with. But trust spider, trust me. Players hate ammo.

Edited by Arry
Posted

[quote name=kevinz :D' timestamp='1307762185' post='275678]

2.plz get a moudule so i can invent mine and bomb pd

 

I don't know what you mean by that, but if you mean somehow splitting up mine stats and bomb stats, that's simply not possible.

Posted
I think he wants to make items like point defense but instead of firing guns they fire bombs or drop mines. He would like you to do all the work of programming this capability into a module.... so that he can "invent" these items.
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