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Posted

Ok, here is the deal. I need a bunch of components for ships. Anyone got any ideas?

 

There are 9 values each component needs.

 

name (Duh?)

exp_requirement (0 to 10000) (1000 is still a newbie, 5000 is a vet, 10000 is uber vet)

cost ($)

weight (1 to 10)

possible_ships (any combination of 1 through 7)

 

speed (-10 to 10)

rotation (-10 to 10)

thrust (-10 to 10)

recharge (-10 to 10)

energy (-10 to 10)

 

 

For example:

High Performance Thruster Array

exp: 4000

cost: $50,000

weight: 5

ships: 1 and 2

speed: +5

rotation: +1

thrust: +5

recharge: -1

energy: +0

Posted

I think there should be 4 main categories of component packages.

Weapon: affects things like bullet/bomb levels, ROF, shrapnel, multi, bounce, prox

Engine: affects things like speed, thrust, rotation

Armor/Reactor: affects things like energy, and recharge

Munitions Bays: affects item configurations (although I'm not sure if this is possible)

 

About munitions bays: munitions bays modify the total amount of items a ship can carry. e.g.:

Survival Kit: allows 2 extra repels, adding to a maximum of 5.

Heavy assault package: allows for an extra burst and an extra thor, adding to a total of 4 each.

Mobile missile silo: allows for 3 extra thors, for a total of 6.

 

I think instead of having a "possible ships" attribute, the component packages should have a "tech level". Tech levels range from 1 to 10, and each ship starts with a set tech level. e.g.:

Warbird = 1

Javelin = 1

Spider = 3

Leviathan = 4

Terrier = 6

Weasel = 7

Lancaster = 7

Shark N/A

 

Enhancers will act only to increase this "tech level". e.g.:

1slot - $20K

2slot - $50K

3slot - $200K

 

Aside from the experience requirements, the "better" items will be of high tech level. For example, the proximity bomb with shrapnel will be of tech level 4, so if a javelin wants it, it'll have to buy the 3slot enhancer first for $200K; this will make it more difficult to create something like the lame proxy/shrapnel javelin. Also, tech levels will establish more of a barrier between ship roles, while still being somewhat flexible.

 

Also, as a general trend, I think the most powerful and expensive component packages should be more base-oriented (namely increasing thrust and energy).

Posted

Bounty Bargin Hunters Special (a.k.a the better crappy engine)

exp_requirement (1250)

cost ($10000)

weight (2)

possible_ships (1, 2.)

 

speed (+1)

rotation (0)

thrust (+1)

recharge (-1)

energy (0)

 

H

------------------------- ---- ---- ----------------------------------------------

V

 

(graphics blum.gif )

 

 

name: Confession Avoider

exp_requirement 7500

cost 150000

weight 8

possible_ships 4, 5, 6, 7

 

speed +7

rotation +3

thrust +10

recharge -1

energy 0

 

 

V

 

------------------------ ---- ------------------------------ ---- ----------------------

 

E

 

name Pandora's Box

exp_requirement 15000+

cost 1000000 @ 15000 EXP (price increased with less experience)

weight 10

possible_ships 7

speed -3 to +10 (random on spawn)

rotation -1 to +4 (see above)

thrust -4 to +10 (see above)

recharge -5 to +10 (based on other random results... the more positive, the less recharge.)

energy -1 to +2 (see speed brackets.)

 

Special Factors: (engine may misfire and send player to somewhere else...)

 

Engines ^

------------------------ ---------- ------------------------------ ------------- --------------

Guns v

 

 

 

name Confession Producer

exp_requirement 2500

cost 15000

weight 5

possible_ships ALL

speed -2

rotation 0

thrust -1

recharge -1

energy 0

Gun level: 3

Fire delay: 25 (based on the cfg terminology)

Bouncing: yes

Multi option: Yes

Double barrel: yes

Bullet Speed: 4500 (cfg terminology)

 

 

name The Carver

exp_requirement 1000

cost 10000

weight 3

possible_ships ALL

speed -1

rotation 0

thrust 0

recharge 0

energy 0

Gun level: 2

Fire delay: 30 (based on the cfg terminology)

Bouncing: yes

Multi option: no

Double barrel: yes

Bullet Speed: 4350 (cfg terminology)

 

 

I dont know if the guns would be acceptable for balancing up the game, but the bullets would be fast and ROF would be avarage.

 

 

Engines tho, i expect to be added :D

Posted

Ok, I didn't really explain this well. I have a few different types of components. The only one I need at the moment is the upgrade ones. I DO have bomb and bullet ones, but I don't need ideas for them just yet.

 

Those are good ideas bomook, and I will probably add them in, but everyone keep posting in the format I provided (for now).

Posted

Lateral Jets

exp: 1000

cost: $20,000

weight: 2

ships: 1,2,3,5

speed: -1

rotation: +3

thrust: +1

recharge: +0

energy: +0

 

Warp Drive

exp: 10000

cost: $500,000

weight: 6

ships: 7

speed: +10

rotation: +0

thrust: +5

recharge: +0

energy: +0

 

Enhanced Powerplant

exp: 2000

cost: $50,000

weight: 2

ships: all? ('cept 8...duh)

speed: +0

rotation: +0

thrust: +0

recharge: +2

energy: +3

 

JATO Engines ( :D )

exp: 3000

cost: $75,000

weight: 6

ships: 4,7

speed: +2

rotation: -2

thrust: +5

recharge: +0

energy: +0

 

Shield Overhaul

exp: 6000

cost: $90,000

weight: 5

ships: 4,5,6,7

speed: -1

rotation: -1

thrust: -1

recharge: +3

energy: +4

 

Reactor cooling system

exp: 8500

cost: $125,000

weight: 7

ships: 4,7

speed: -2

rotation: -1

thrust: +2

recharge: +5

energy: +1

 

that's all I can think of for now

Posted

-_-

...anyone who plays continuum is automatically a nerd blum.gif

 

Plasma Propulsion System

exp: 3,000

cost: $25,000

weight: 4

ships: 1, 3, 4, 5, 6, 7

speed: +1

rotation: +1

thrust: +3

recharge: +0

energy: +0

 

Prototype Gravity Propulsion

exp: 6,500

cost: $50,000

weight: 7

ships: 3, 5, 6, 7

speed: +2

rotation: +2

thrust: +4

recharge: -1

energy: +0

 

Perfected Gravity Propulsion

exp: 10,000

cost: $100,000

weight: 10

ships: 5, 7

speed: +3

rotation: +3

thrust: +5

recharge: -1

energy: +0

 

Liquid Incendiary Propulsion

exp: 3,000

cost: $25,000

weight: 4

ships: 2, 3, 4, 5, 6, 7

speed: +3

rotation: +1

thrust: +1

recharge: +0

energy: +0

 

Prototype Antimatter Propulsion

exp: 6,500

cost: $50,000

weight: 7

ships: 4, 5, 6, 7

speed: +4

rotation: +2

thrust: +2

recharge: -1

energy: +0

 

Perfected Antimatter Propulsion

exp: 10,000

cost: $100,000

weight: 10

ships: 6, 7

speed: +5

rotation: +3

thrust: +3

recharge: -1

energy: +0

 

Proton Fission Reactor

exp: 2,000

cost: $40,000

weight: 5

ships: 1, 2, 3, 4, 5, 6, 7

speed: +0

rotation: +0

thrust: +0

recharge: +1

energy: +5

 

Positron Fission Reactor

exp: 2,000

cost: $40,000

weight: 5

ships: 1, 2, 3, 4, 5, 6, 7

speed: +0

rotation: +0

thrust: +0

recharge: +5

energy: +1

 

Fusion Reactor

exp: 6,000

cost: $65,000

weight: 7

ships: 3, 4, 5, 6, 7

speed: +0

rotation: +0

thrust: +0

recharge: +3

energy: +5

 

Cold Fusion Reactor

exp: 6,000

cost: $65,000

weight: 7

ships: 3, 4, 5, 6, 7

speed: +0

rotation: +0

thrust: +0

recharge: +5

energy: +3

 

Antimatter Reactor

exp: 10,000

cost: $100,000

weight: 10

ships: 5, 6, 7

speed: +0

rotation: +0

thrust: +0

recharge: +5

energy: +5

Posted
hehe, I'm not really sure if they're good and balanced and all, though... I'm just good at making up important sounding high-tech names :D

You crack me up sometimes! Didn't we brainstorm up quite the list on the old forums? There's so many options anyway. You've got:

 

Thrusters(Operates by, well, it's a rocket - low steering capabilities, high fuel use, constant acceleration)

Ion Engine(Operates by sending out ions in one direction, like cheap rockets, same benefits, same bad traits)

Nucleair Engine(Still like rockets, but more steering capabilities)

Fission Engine(Idem)

Gravity Engine(Would operate by generating gravity wells thereby 'pulling' the ship, thus being the first drive that would actually give you some real steering capabilities)

Antimatter Engine(Power unlimited baby! If you ever get power-hungry and want everything on your ship, this is what you need to pack)

 

I can probably generate an even longer list ^^

 

Note to Bomook: Prototypes are usually discarded after the real thing is out, they are prototypes ^^ Also, a gravity drive would be wayyy better then an incendiary drive to me. I really hate the prototype thingy you did, also I think my order of technology is better: starting with normal drives, proceeding to ionic then nucleair then fission and then antimatter, lemme insert gravity somewhere too, though I have no idea how a gravity drive would work in space.

 

Edit: New list:

 

1. Retro Engines

2. Nucleair Drive

3. Impulse Drive

4. Fusion Drive

5. Gravity Drive

6. Anti-Matter Drive

7. Subspace Drive

8. Hyper Drive

9. Black Hole Generator

 

How about this last one, Mooky?

Posted

ah, for the prototypes, I was thinking they'd be like retro-versions for new technology. Example: a gravity engine is developed, and works decently. Several prototypes are made to test it. Later, the perfected version is researched and then m!@#$%^&*-produced. While the high-performance completed versions are sold at high prices, the worse prototypes are not destroyed, but are sold on the black market for second-rate prices blum.gif

 

(btw, this makes me think of another idea, how about renaming the trading post to "black market" and make it slightly more base-like, with a bot-controlled autoturret in there)

 

Hmm the black hole generator sounds good, although it sounds more like a special item or counter-measure for something than a propulsion system blum.gif

 

ooh! for an idea, how about having an antimatter engine that has -10 to recharge, and also have an antimatter reactor that adds +20 to recharge (so having both will balance out to +10)

Posted
ah, for the prototypes, I was thinking they'd be like retro-versions for new technology.  Example: a gravity engine is developed, and works decently.  Several prototypes are made to test it.  Later, the perfected version is researched and then m!@#$%^&*-produced.  While the high-performance completed versions are sold at high prices, the worse prototypes are not destroyed, but are sold on the black market for second-rate prices blum.gif

 

(btw, this makes me think of another idea, how about renaming the trading post to "black market" and make it slightly more base-like, with a bot-controlled autoturret in there)

 

Hmm the black hole generator sounds good, although it sounds more like a special item or counter-measure for something than a propulsion system blum.gif

 

ooh! for an idea, how about having an antimatter engine that has -10 to recharge, and also have an antimatter reactor that adds +20 to recharge (so having both will balance out to +10)

My point excactly: prototypes vanish after the real thing works, neither will the public see a prototype - I'd more use this when a new item will be added, like a prototype extrastellar drive or something, because there is no real thing yet. It would only have a couple of the bonusses the real thing will eventually bestow - it'd be like a testing option for mods and VIPs to check new hardware and see if it's overpowered or not, eventually the not-prototype version will become available to everyone.

 

And yes: a black hole generator is more or less like a weapon (too) and the gravity drive

 

1. Retro Engines

2. Nucleair Drive

3. Impulse Drive

4. Fusion Drive

5. Gravity Drive

6. Anti-Matter Drive

7. Subspace Drive

8. Hyper Drive

9. Black Hole Generator

 

I say we cut the black hole generator and insert the Ion drive between the retro engines and the Nucleair Drive.

Posted

Siaon: a black hole engine would be known as a Singularity Engine, FYI. A singularity engine would theoretically produce an infinite amount of energy, but there's the whole containment issue. If you want a look at a lot of future tech ideas, I suggest you either play or look up stuff on an older game called Alpha Centauri, its kinda like Civilization in gameplay. Here's the official Technology Website

 

 

 

EDIT: It doesn't show reactors, weird blum.gif

 

 

I actually came up with a singularity gun a while ago. The idea (most likely won't work) is to have a particle p!@#$%^&* through a heated section until it becomes superheated. Then, have it released out into space, where it loses it's temperature so fast, that it shrinks a lot and collapses in on itself, creating a small black hole. The only problem is that I haven't quite figured out how to get rid of one.

Posted
And Doc, just what will -10 to +10 do? Are these %'s that go above and beyond your normal speed? It's hard to put down numbers when I have no clue what they'll do!
Posted

different games have their own technology and application in physics. The alien fighting game X-Com is also a good source for technology ideas :D .

 

yeah, like +5 energy would prize you 5 energy upgrades, where -5 would un-prize you 5 energy upgrades

 

I still don't really know what "weight" is for, though :D

Posted

Each ship has a max weight. Go over that, and you start loosing thrust and speed.

 

Yea, its fine to think of it as prizing upgrades, even tho it wont quite work like that.

Posted

Scouter's Tool

exp 2000

cost $10000

weight 3

ships 1,2

speed +5

rotation +3

thrust +5

recharge -5

energy -5

 

Scapegoater

exp 3500

cost $20000

weight 5

ships 1-4

speed -5

rotation 0

thrust -5

recharge +2

energy +8

 

Whirlwind

exp 4000

cost $25000

weight 5

ships 3

speed -6

rotation +9

thrust -6

recharge +4

energy +4

 

Wings of Pegasus

exp 5000

cost $75000

weight 6

ships 5,6

speed +5

rotation +2

thrust +5

recharge +3

energy +3

 

nopea lentokone (name is just a joke)

exp 6000

cost $50000

weight 5

ships 1-5

speed +10

rotation +5

thrust +10

recharge +2

energy +2

 

Could make more but I'm tired of doing this lol

Doing this for weapons would be more fun

  • 2 weeks later...
Posted

Have you decided on which component names and stat styles you'll use and when you do could you post the list out here so we can get a look at them and constructivly critique them

 

Also if and when you need weapon setups similar to this just tell us and I'll think of some good ones Bomook,D1 and Siaon can come up with futuristic weapon names and I'll probably stick with creating a mythologically based name with cool settings for weapons lol

Hey there is always a need for a balance of opinion

Oh and the joke name I came up with for my last suggestion is Finnish for Fast Ship i think

My family has Finnish background so I thought I'd add that for fun

Any of the setting setups I've created can be used and if you don't like the name i don't care if it's changed lol

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