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Posted

It looks like we have our sub forums for Development ideas :ph34r: thx again

Now that its here we might as well use it

We should find all of the brainstormed ideas that have been posted for the new HS and look at check if it's possible to do first. then see how the idea could be used practically, and then see if there would be any serious problems with using the idea making sure that it's newb friendly and is still a fun challenge for the vets to use

I think most people are happy with a common idea of a limited ammo and items idea where once you run out of the item its gone until you re-purchase it and if you don't use it it then remains on the ship everytime you re-spawn

Other ideas have been constantly talked over in other posts but they can be discussed here now

Posted

here's a brief reiteration of the ideas that either haven't been completely addressed yet, or could use more ideas:

 

Experience: items should be linked to experience, so people can't simply receive tons of money and buy everything, but need to show some skills too.

 

New Warp methods: please see New Warp methods

 

Make firing weapons cost ammo: I personally think that only bombs should have ammo, whereas bullets have unlimited ammo. Most bullet weapons are used for spraying; having a monetary tax would discourage such activity, further weakening the effectiveness of bullets (bombs are currently dominant)

Posted
I think we should have some sort of ladder/ranking/class system. You have to be in a certain class to be able to buy certain things. This would solve Bom's exp idea without a complicated formula. Just make requirements for each class like, 50 kills, 10 flag victories, 5 powerball goals, etc.
Posted

actually, Siaon deserves the credit for the experience system.

 

And about the classes idea, I'm going to have to suggest (again blum.gif ) having an exponential increase for the requirements of the classes. If the requirements were set, then it would be too easy to advance classes, especially after the player has attained better equipment for his ship.

Posted

I will never implement a system that doesn't have a defined endpoint. I realize that it becomes physicly impossible to keep upgrading with an exponential system, but thats not the same. A fixed system lets players get all the way to a maxed ship, and then they get a sense of completion.

 

The building up of ships is not the goal of Hyperspace, the goal is to have fun. Eventually, people will get the ultamate ship, and have fun playing around in it. Buildup shouldn't last for ever.

Posted

ah, all I really meant by the second exponential requirements idea was having progressively higher requirements for meeting a class. Since there will be a final class in which all buyable equipment become available, there will be a final class.

 

I just figured that having progressively higher requirements would make for a more gradual progression up the class hierarchy. Although, it wouldn't really be bad if the classes all had the same requirement, since the purpose of the system is really to limit people from being given money and being able to buy an uber-prox-shrapnel javelin and killing everyone all within their first few days of playing blum.gif

Posted

I agree, i think a class system would be useful, possibly based on points, or kills, or w/e.

BUT, there has to be a good amount of items avalible, for each class/rank. otherwise the sense of completion will come early, along with the sense of impatience and frustration, feelings which drive newbies away.

Posted

Well to avoid having a person being given $10000000 to buy the best of everything maybe you could have it so that you would have to have each previous upgrade on the ship to get the next upgrade

If you had the classes of upgrade styles in levels then you could only get to the 2nd level of upgrades iff you purchased the first level so the second level would just expand on the first level it could work like a large tree upgrade system

 

............................................... Basic ship

....................................... / ........................ \

......................... Power Oriented...............Speed Oriented

...................... /............ \ ........................... / ...............\

............ Offensive.....Defensive..............Top speed............Rotation

.............. /....\.............. /..... \................. /......\.............. /.........\

......Bomb...Bullet....Energy..Recharge..Scouter..Flagger...

Evasion..Runaway

 

With an upgrade tree there you would have to build on what you have and would be unable to skip to the end of the tree without going through it first

But this is just an option

EDIT: I had to add the stupid dots because the tree looks stupid without the spacing lol I'll remove it and create an image later

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